Parent Grouped Objects in Animation Nodes I have a simple scene featuring a cell-fractured Cube object with the following Animation Nodes setup, based on Jacques Lucke's tutorial here.



I was wondering how it would be possible to effectively parent all of the individual fractured pieces to an animated Empty object and have them rotate as if the cube was a whole (see the .gif for reference, below), whilst retaining the individual piece matrix transformations defined within the AN setup?



This is using Animation Nodes 2.1 for Blender 2.79.

Thanks in advance! :)



UPDATE:

Using Omar's suggestions, I have been able to parent the Fracture Group objects to the Animated Empty object by multiplying the Animated Empty's matrix input by the manually generated ID Key initial transform matrices of objects in the Fracture Group (see below).



I would also like to parent the Sphere Empty object to the Animated Empty. I have been able to do this again by manually creating an ID Key of the Sphere Empty's initial transforms, however, I was hoping that there would be a more automated method, rather than having to generate ID Key's by hand for each object I'd like to parent. Below are several attempts at automating this approach. @OmarAhmad, the first .gif below is a reference of what I'm trying to achieve, although obviously, this one uses the manually created ID Key's.

Reference:


Unsuccessful Attempts without ID Keys:

Using World-Generated Matrices:



Using Object Transforms:
Parenting in essence can be implemented as a simple matrix multiplication. For instance, give an empty and an object with a certain initial transformation. In order to parent the object to the empty, we simply multiply its initial transforms by the transforms of the empty as follows:



So, to answer your question. All you have to do is multiply the output matrices to the transforms of the empty.