Let's say I have a parent and n children objects of the parent in a scene.
Edit: added code for mesh creation (assuming that I have a basic scene and camera set up)
parent group creation:
var geometry = new THREE.PlaneGeometry( 0, 0 );
var surface = new THREE.Group();
surface.geometry = geometry;
Child Mesh:
surface.add(new Sprite());
scene.add(surface);
Is there a way I can ignore the parent's transformation matrix for the children only (but keep its transformation intact as a parent )?
I know that matrixAutoUpdate = false;
lets me update the child's transformation matrix manually, but it still applies the parent transformation matrix.
I want to ignore it completely for the children, but still be able to preserve its world transform and extract its rotation, translation, and scaling values.