Can somebody explain why this happens?
Say I have a character, fully rigged and ready to animate, But I need to animate them standing on a bobbing boat or in a rocking train car, or dangling from a parachute or some other kind of similar 'parented' motion.
To me, the simplest solution ought to be : parent the character's root node under the boat/train car/parachute, and animate the parent rig. The character should follow the motion of the object it's parented to, right?
However, whenever I try something like that, the inevitable result is that some bits of character geometry translate excessively (or too little) compared to the parent object's motion. wrist watches fly off the arm, eyeballs float out of the sockets, etc.
what's going on? how can I achieve the effect I want without this unwanted extra motion?
how do animators typically achieve this?