That's what I thought, but giving it a keyframe at frame zero gave me
unwanted roll along the path.  I probably could fix it by keyframing the
roll.  I just am trying to understand it better.
ᐧ


On Thu, Jan 2, 2014 at 3:51 PM, Eric Thivierge <[email protected]>wrote:

> Objects evaluate keyframes, then constraints so the keyframe should reset
> the orientation then the constraint will kick in and reevaluate the
> orientation for you.
>
>
> On Thursday, January 02, 2014 3:49:29 PM, Alan Fregtman wrote:
>
>> 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]
>> <mailto:[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]
>>     <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____
>>
>>         __ __
>>
>>         ᐧ____
>>
>>
>>
>>
>

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