Because you didn't keyframe it?

Kinematics evaluate per frame and if you jump around too violently in your
timeline you're gonna get inaccuracies unless you lock things down a bit by
using keys or strict upvectoring. Keys give it a starting point from onto
which to evaluate the constraints on.



On Thu, Jan 2, 2014 at 3:33 PM, Paul Griswold <
[email protected]> wrote:

> Yes and no.  I guess more than anything I don't understand why, if an
> object has a 0,0,0 rotation on frame 0, but path constrained.  Why when you
> jump from a frame back to frame 0 does it inherit whatever rotation it had
> rather than return to 0,0,0?
> ᐧ
>
>
> On Thu, Jan 2, 2014 at 2:28 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> [email protected]> wrote:
>
>>  Create a path(curve).
>>
>>
>>
>> Create a null.
>>
>>
>>
>> Path animate the null to the path, set it to tangent and set the up
>> vector.
>>
>>
>>
>> Duplicate the null making it null1. Turn tangent off, reset the
>> orientation to zero.
>>
>>
>>
>> Create a third null, position constrain it to follow the first null.
>> Second is identical in position so ignore it.
>>
>>
>>
>> Constrain the third nulls orientation to the first null.
>>
>>
>>
>> Constrain the third nulls orientation to the second null. Open the top
>> orientation constraint of the third null and adjust the blend weight. You
>> may need to use a rotation offset(probably 180 in Y) to get the appropriate
>> blend.
>>
>>
>>
>> Use the blend weight to blend from the first null to the second null
>> orientation, keying it to adhere to the tangent null as needed.
>>
>>
>>
>> Constrain the object you want animated to the third null.
>>
>>
>>
>> Is that what you want?
>>
>>
>>
>> --
>>
>> Joey Ponthieux
>>
>> LaRC Information Technology Enhanced Services (LITES)
>>
>> Mymic Technical Services
>>
>> NASA Langley Research Center
>>
>> __________________________________________________
>>
>> Opinions stated here-in are strictly those of the author and do not
>>
>> represent the opinions of NASA or any other party.
>>
>>
>>
>> *From:* [email protected] [mailto:
>> [email protected]] *On Behalf Of *Paul Griswold
>> *Sent:* Thursday, January 02, 2014 2:02 PM
>> *To:* [email protected]
>> *Subject:* path constrain Q (duh moment)
>>
>>
>>
>> When you path constrain an object & have it point along the path as well
>> as maintain tangency, how do you get it to reset it's rotations back to
>> 0,0,0 when you scrub back to frame 1?
>>
>>
>>
>> Setting a key causes unwanted rotations & setting a neutral pose doesn't
>> seem to work.
>>
>>
>>
>> I know this is a face-palm moment....
>>
>>
>>
>> -Paul
>>
>>
>>
>> ᐧ
>>
>
>

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