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... > >

