So just to be clear, you want the plane/ship to stay at the origin while the rest of the scene moves around it?
Would it be good enough to parent a camera to the ship, or just use an object view, while you develop the effect? gray From: [email protected] [mailto:[email protected]] On Behalf Of Steven Caron Sent: Thursday, January 14, 2016 2:03 PM To: [email protected] Subject: Re: Object motion converted to path animation but normalized at origin? Thanks for the reply Eugene, but wouldn't that create a 'dependency cycle' and reversing the direction along the curve isn't exactly neutralizing the motion at origin. It needs to be mirrored. I was able to do what I needed by hand with a lot of fiddling, I don't have it down to exact steps yet but I will soon... in the mean time I am going to try another suggestion by David Barosin... On Thu, Jan 14, 2016 at 2:30 AM, Eugene Flormata <[email protected]<mailto:[email protected]>> wrote: why not put the world on a null and put it reverse on a path constraint with the ship in the center origin? On Wed, Jan 13, 2016 at 6:10 PM, Steven Caron <[email protected]<mailto:[email protected]>> wrote: Hey Gang, Has anyone had to do something like this? Imagine a plane or a space ship shuttle with animation on it that is very far out, I need that curve/trajectory but need it a world origin and 'sliding' through the origin. The reverse of a path constraint... I would eventually make some effect that is then put back on that world space trajectory, thoughts? Thanks Steven PS double posted, sorry!
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