Consider a scenario where there is a main object with multiple child objects in a given scene.
Update: Here is the code snippet for creating a mesh (assuming the scene and camera are already set up).
Code snippet for creating the parent group:
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 to exclude the parent's transformation matrix for the children only (while still maintaining its transformation as a parent)?
I am aware that setting matrixAutoUpdate = false;
allows manual updating of the child's transformation matrix, but it still incorporates the parent's transformation matrix.
I aim to completely disregard it for the children, while retaining its global transform and being able to access its rotation, translation, and scaling values.