User Manual

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A light made to face the wall using its enabled target control.
Parenting
One of the many advantages of the node-based approach to 3D compositing is that parenting
between objects becomes implicit in the structure of a 3D node tree. The basis for all parenting
is the Merge3D node. If you’re careful about how you connect the different 3D objects you
create for your scene, you can use multiple Merge3D nodes to control which combinations of
objects are transformed and animated together, and which are transformed and animated
separately.
For example, picture a scene with two spheres that are both connected to a Merge3D. The
Merge3D can be used to rotate one sphere around the other, like the moon around the earth.
Then the Merge3D can be connected to another Merge3D to create the earth and the moon
orbiting around the sun.
One Merge3D with two spheres parented to another
Merge3D and parenting using three connected spheres.
Here are the two simple rules of transforming parented Merge3D nodes:
Transforms and animation applied to a Merge3D are also applied to all 3D objects
connected to that Merge3D node, including cameras, lights, geometry, and other
merge nodes connected upstream.
Transforms and animation applied to upstream merge nodes don’t affect downstream
merge nodes.
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