I assume you are not applying an up vector and the object is demonstrating a 
“roll” when setting back to frame 0? In other words its obeying the tangency 
expected at Frame 0 but not the roll, is that correct?

If that’s the case its because it is acting like a “position” constraint at a 
point along the curve which is also inheriting curve tangency as a constraint 
also. If no up vector is applied it will attempt to inherit as much of the 
orientation as possible because it’s a constraint and not a keyframe.

If it was an explicit  keyframe it would do what you expect, else you need an 
up vector to control the rotation.

When the object was at 0,0,0 at Frame 0 it is assumed that there was no 
orientation keyframe, at least that is the assumption with available 
information. If it just happens to be 0,0,0 because that was its creation state 
or whatever, it does not know what to return to if it was not keyframed or some 
other constraint is set to control the roll.

--
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 3:33 PM
To: [email protected]
Subject: Re: path constrain Q (duh moment)

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?
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On Thu, Jan 2, 2014 at 2:28 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
<[email protected]<mailto:[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]>
 
[mailto:[email protected]<mailto:[email protected]>]
 On Behalf Of Paul Griswold
Sent: Thursday, January 02, 2014 2:02 PM
To: [email protected]<mailto:[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

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