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Using null objects in AoI

AoI allows the user to specify null objects. These are objects that do not show up in the rendered image. In the editing screen these look like a set of coordinate axes. These serve two different purposes in Aoi.

Grouping

AoI does not allow objects to be grouped. But one objected may be a child of another object. This parent-child relation may be nested arbitrarily. Also an arbitrary number of objects may be made children to a given object. This provides a handy way to achieve "grouping".

Simply add a Null object, and make all the objects to be grouped as its children.

This is particularly important if you want to rotate all the objects maintaining their relative positions rigidly. You may be tempted to select all the objects first (without using the Null parent), and then applying the rotation. This will cause all the objects to rotate around their respective centres.

Rotating around a given centre

Rotation requires a centre. AoI uses the "centre" of the object as the default centre. Unfortunately, this default cannot be changed. If you want to rotate an object around a diferent centre, then make the object a child of a Null object placed at that point. Now rotate the Null object only. This will cause the child object to rotate in the desired way.

Camera positioning

We often need to look at a given object from a suitable viewpoint. Finding that suitable viewpoint is often rather difficult by using only the Camera View. Here adding a Null object a the desired centre of the rendered image helps. Simply make the camera a child of this Null, with the camera pointing at it. Now you can rotate the Null object suitably. This will change the viewpoint but will always look at the same centre. Finally you may zoom in and out the camera using the Camera View.

Combining the two uses

If you are working with a linkage, then you may need to transmit the motion of one link to the subsequent links. Here add Null objects at each joint, and make them children in a recursive way.