jakerupert Posted November 18, 2006 Posted November 18, 2006 I started to understand pathanimation a bit better by using a very simplistic project. I can slow the object down now by prolonging the chor-action. Also I can alter the speed of the object along the path with the ease-percenntages. But I find this rather indirectly, like an try-and-error-principle. There must be away to get an object to acellerate on a path from start to end at a mathematically exact constant pace I guess? And to steer it lets say go to a certain point on the path accelerating , then continue steadily to the next point and then slow down again till the end? Would you do that with expressions maybe or overlaying actions or multiple pathes? Could anybody put me in the right direction please ;>) jake Pfadtest181106.mov Quote
NancyGormezano Posted November 18, 2006 Posted November 18, 2006 If you don't need your path animation to actually be true to some physical system, then you can use the ease channel to create easily (ha ha - get it?) any acceleration, deceleration effect you want. Eg for a path animation that runs from frames 0-24, and you want rates to change at frame 12 create a path constrain an object to path set ease to 0 at frame 0 set ease to 100 at frame 24 go into the channel editor for the ease channel (of the constraint) Insert keyframe at frame 12. Change ease to to the percentage you want at frame 12. Show bias handles - play with bias handles at frame 12 till the curve looks like you want. Quote
DarkLimit Posted November 18, 2006 Posted November 18, 2006 excellent...this was a question I also had for a while...thanks for the info nancy.. Quote
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