I am guilty of forgetting about the mixer occasionally but I actually
needed the curve to move through world origin, I am using it to drive a
simulation and I am sampling it over time as it passes through the world
origin.

Thanks Matt!

*written with my thumbs
On Jan 14, 2016 7:13 PM, "Matt Lind" <[email protected]> wrote:

> I'd imagine the animation mixer would be good for this.
>
> Put your animation into a mixer source, then instance onto the mixer
> timeline.  Mark and split the clip by parameter(s) to isolate the
> translation from the rotation.  When you want the ship to lie still, simply
> mute the translation clip.
>
> If you need to copy/paste the animation onto the rest of the scene, put
> the rest of the scene into a model and CTRL + drag the clip from the ship's
> timeline onto the scene's timeline.  Use the clip's time warp feature to
> reverse motion if necessary.  Use neutral poses on negatively scaled nulls
> to invert on an axis.
>
>
> Matt
>
>
>
>
>
> Date: Thu, 14 Jan 2016 11:02:50 -0800
> From: Steven Caron <[email protected]>
> Subject: Re: Object motion converted to path animation but normalized
> at origin?
> To: "[email protected]"
>
> 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...
>
>

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