Thanks! One thing worth mentioning is if you want to change the forward rotation, you can select a point on the curve and press "Ctrl + T" to rotate it, (e.g. if you have an aircraft on the curve and you want it to bank as it turns).
Nice video, actually you can switch the direction of the curve without deleting and redrawing another curve. Just select the curve in edit mode, SEGMENTS > Switch directions That's all 😊
boy, that would make more logical sense to put in the right properties of the PATH part where it concerns animation instead of actually editing the path shape. But yeah, it always puts my object on the wrong end of the curve. Thx for that info.
Great tutorial easy to follow and nice for people learning path constraint, trying to do an animation with a Lego car/plane following this path. I also like the fact you can draw it if you need to.
4:18 notice the object KEEPS moving beyond the end of the path. How can you set a definite end so that your object actually STOPS at the path end as it logically should when you tell it the # of keyframes long the path should be? It should stop at the path end even if you run it beyond there because you told it how many frames in the path setting at the right. How can you make the object stop/pause at path end and still run the animation beyond that eg. a camera pausing in front of the subject at the end of the camera movement? Thanks!!!!
@@SteveErnst117 Okay, I'll try to remember that. I haven't messed with that scene since I posted this comment. I've just been trying various things in Blender. thx
@@SteveErnst117 thx. there's so many weird things you have to do a certain way or it won't work. I assumed you could array mult objects with array modifier. nope. You have to TRICK the array modifier into doing it. And making an array go in a circle should be a checkbox but nope, you have to do an array AND a curve modifier. grrrr
@@TruthSurge yeah I know the feeling. In fact I know it so well that I ended up creating my own circular array system with geometry nodes. I have a walkthrough on my channel if you’re interested!
i think u go to edit mode select the part that you wanted to tilt and on the top right side of your corner you can set the angle by changing the "Mean Tilt"
@@wolfykawiiichan2191 Yes it does..." in the Path Animation panel of the Curve tab, via the Frames number field, and its start frame via the constraint’s Offset option (by default, start frame: 1 [= offset of 0], duration: 100)."
Any idea why my object only snaps to the path if I use -y for the forward axis and y ad the up axis. X and z move it way off into space and this doesn't work is the forward and up axis are the same. How can I fix this? Is it about rotating and applying rotation?
How did you set up the arrows? My use case is I have a single chain link object and I would like to repeat it along multiple curves, but don’t want to have to maintain multiple copies of the chain objects if that makes sense
A big difference between "curve modifier" and "follow path" is the mobility. while my object wraps around the curve with "curve modifier" and is just nice. With follow path it is rigid and immobile. can I change that? Why is that so ? Thanks
Every time i try to use the follow path constraint it causes my model to rotate 180 degrees on the z axis, and basically moonwalk on the path. How do i fix this?
interesting. Pressing "animate path" gives me a message "path is already animated" but when i hit play in the animation tab, nothing moves, if i manually set the offset to 0 or 1 i can move the object between the start and end of the path)
my object is deforming along the curve when the curve turns any idea why (this is when i toggle follow curve without it its not deforming but also facing straight and not following the curve)
Every single one of the videos I've watched regarding this follow path constraint has left me more confused than the one before. Whenever I follow the steps my object does not follow the path, like, at all. As soon as I click the path with the eyedropper my object flies off to some random place on the screen (nowhere near the path) and animates following some imaginary path that has nothing whatsoever to do with the curve.
I think if you do any transforms b4 linking your object to path, it could screw up things. I'm also trying to figure it out. It's definitely confusing and not the concept, but how to get BLENDER to understand what you want. You might think the devs would know that tons of newbies would be altering transforms then trying to do stuff and have some default when you say follow path, then it just ASSUMES you mean, follow path and it goes ahead and "fixes" any issues that would cause your object to not be ON the path at one of the end nodes or on a node of a circle. oh well....
Late response but I've been running into similair issues with the model I wanted to follow path. For me what fixed it was applying all the modifiers I had on my object/model and doing a CTRL+A apply all transforms and then doing object>set origin>origin to geometry
For this modifier to be 100% successful, you must first return the cursor shift+C to the initial 0,0,0 position, and use shift+s to move the object and path curve to the 0,0,0 position. When they all arrive After 0,0,0, apply the modifier and it will appear perfectly at one end of the curve. At this time, change it to the position you want.
Animation of objects along trajectories/curves in Blender on unreal engine are there any solutions? with unity, there are no problems importing quickly
I was given a task to animate this roller coaster with paths. Im having troubles as i have manually align my path to the rails. Is there a way i can just make the path follow or mirror the rail?
Hi bro your video is really good and i love it but bro i have a problem with this can you fix it? The thing is my animation works great the camera follows the path also but it doesn't stop at the end of the curve it just keep moving unless the entire frame length is done😅 . Can you help bro
Really lacking tutorial to be honest. You didn't talk about any details, for example, how to tweak timing of animation if you don't want to have just a constant speed one, or for example if you want to stop an animation at any point and resume it later. Also you can easily change direction of a path by going to "Segments -> Switch direction". You don't have to make a new one to do this as you showed in the video. Low quality tutorial unfortunately, learned almost nothing.
Thanks! One thing worth mentioning is if you want to change the forward rotation, you can select a point on the curve and press "Ctrl + T" to rotate it, (e.g. if you have an aircraft on the curve and you want it to bank as it turns).
Thanks a lot
You are cool Man, i am searching for it to an airplane rotation. Thank you soo much! And as i see you can reset the rotation with "Alt+T"
Nice video, actually you can switch the direction of the curve without deleting and redrawing another curve. Just select the curve in edit mode, SEGMENTS > Switch directions
That's all 😊
boy, that would make more logical sense to put in the right properties of the PATH part where it concerns animation instead of actually editing the path shape. But yeah, it always puts my object on the wrong end of the curve. Thx for that info.
THANK YOU!
I remember asking for a video on exactly this a while back so thank you so much! You are a true legend.
Love this Constraint! Short and sweet tutorial, thank you!
VERY helpful tutorial. Simple and direct while being easy to follow. Thank you!
Damn your channel deserves more recognition, such high quality tutorials here!
To change when the object starts moving along the path, set the offset value in the object constraint to the frame you want it to start
Hi, I want to start my follow path animation from frame 500, not 0. What shall I do?
Great tutorial easy to follow and nice for people learning path constraint, trying to do an animation with a Lego car/plane following this path. I also like the fact you can draw it if you need to.
is it possible to make the model follow a path and then follow again another path?
FINALLY! I got my camera following the path without the rotation playing up tha l you for this guide.
4:18 notice the object KEEPS moving beyond the end of the path. How can you set a definite end so that your object actually STOPS at the path end as it logically should when you tell it the # of keyframes long the path should be? It should stop at the path end even if you run it beyond there because you told it how many frames in the path setting at the right. How can you make the object stop/pause at path end and still run the animation beyond that eg. a camera pausing in front of the subject at the end of the camera movement? Thanks!!!!
in the curve settings under where it says 'path animation', check the box that says 'clamp'
@@SteveErnst117 Okay, I'll try to remember that. I haven't messed with that scene since I posted this comment. I've just been trying various things in Blender. thx
@@TruthSurge haha well I was just struggling with the same thing today and found that checkbox so i thought I’d mention it
@@SteveErnst117 thx. there's so many weird things you have to do a certain way or it won't work. I assumed you could array mult objects with array modifier. nope. You have to TRICK the array modifier into doing it. And making an array go in a circle should be a checkbox but nope, you have to do an array AND a curve modifier. grrrr
@@TruthSurge yeah I know the feeling. In fact I know it so well that I ended up creating my own circular array system with geometry nodes. I have a walkthrough on my channel if you’re interested!
Dope MANTA rig !!
nice video, but how do you make the object tilt in curves just like it shows at the beginning of the video ?
i think u go to edit mode select the part that you wanted to tilt and on the top right side of your corner you can set the angle by changing the "Mean Tilt"
@@AnimasiKenzie
Thanks for this precious tip, I will try not to forget it !
@@asthalis I forgot to mention that I sued in on an armature to create motion for a walk cycle using the IK for each foot.
You showed how to change the length but not how to change start time.
I need to know this too, have you found the answer yet?
Read the manual.
@@aliensoup2420 I did it still doesn't quite explain how
@@wolfykawiiichan2191 Yes it does..." in the Path Animation panel of the Curve tab, via the Frames number field, and its start frame via the constraint’s Offset option (by default, start frame: 1 [= offset of 0], duration: 100)."
@@aliensoup2420SA
I love this person
Any idea why my object only snaps to the path if I use -y for the forward axis and y ad the up axis. X and z move it way off into space and this doesn't work is the forward and up axis are the same. How can I fix this? Is it about rotating and applying rotation?
How did you set up the arrows? My use case is I have a single chain link object and I would like to repeat it along multiple curves, but don’t want to have to maintain multiple copies of the chain objects if that makes sense
So help full short and efficient video , thanks a lot.
Nice, Where did you get the stingray model and animation? I really want that
I love it, I had forgotten about this animation method. 😄Many Thanks, mate!!
Thank you for your tutorial
A big difference between "curve modifier" and "follow path" is the mobility. while my object wraps around the curve with "curve modifier" and is just nice. With follow path it is rigid and immobile. can I change that? Why is that so ? Thanks
How to make that start from let's say frame 100. How can you make it play from that frame?
Every time i try to use the follow path constraint it causes my model to rotate 180 degrees on the z axis, and basically moonwalk on the path. How do i fix this?
interesting. Pressing "animate path" gives me a message "path is already animated" but when i hit play in the animation tab, nothing moves, if i manually set the offset to 0 or 1 i can move the object between the start and end of the path)
Probably the problem is that the angles selected by you are wrong.
how do you add stops along the way?
can we use vertex to create shape and later convert it to curve then do the same stuff in video??
my object is deforming along the curve when the curve turns any idea why (this is when i toggle follow curve without it its not deforming but also facing straight and not following the curve)
Every single one of the videos I've watched regarding this follow path constraint has left me more confused than the one before. Whenever I follow the steps my object does not follow the path, like, at all. As soon as I click the path with the eyedropper my object flies off to some random place on the screen (nowhere near the path) and animates following some imaginary path that has nothing whatsoever to do with the curve.
I think if you do any transforms b4 linking your object to path, it could screw up things. I'm also trying to figure it out. It's definitely confusing and not the concept, but how to get BLENDER to understand what you want. You might think the devs would know that tons of newbies would be altering transforms then trying to do stuff and have some default when you say follow path, then it just ASSUMES you mean, follow path and it goes ahead and "fixes" any issues that would cause your object to not be ON the path at one of the end nodes or on a node of a circle. oh well....
Late response but I've been running into similair issues with the model I wanted to follow path. For me what fixed it was applying all the modifiers I had on my object/model and doing a CTRL+A apply all transforms and then doing object>set origin>origin to geometry
@@PINKAS1 Thanks, I'll try that!
For this modifier to be 100% successful, you must first return the cursor shift+C to the initial 0,0,0 position, and use shift+s to move the object and path curve to the 0,0,0 position. When they all arrive After 0,0,0, apply the modifier and it will appear perfectly at one end of the curve. At this time, change it to the position you want.
Don't use ctrl+A to change all transforms at will. If you bind too many objects and the animation is complicated, problems will arise.
Thank you!
how can i put key frames because i wanna animate the object in twos but the path doesnt allowe me
Animation of objects along trajectories/curves in Blender on unreal engine are there any solutions? with unity, there are no problems importing quickly
Follow Curve on a spiral eventually orients the object upside down.. how to avoid this?
This was very helpful 💯💯 thank you😭
figured out the bone situation, now it just wont move for nothing. any suggestions.?
I was given a task to animate this roller coaster with paths.
Im having troubles as i have manually align my path to the rails.
Is there a way i can just make the path follow or mirror the rail?
In Edit mode, select a curve edge on a rail, then duplicate it. Then separate the curve from the rail.
how to stop it when the path ends?
Thank you
IT SAYS FAILED TO SET VALUE
Thanks!!!
I only see a blue line moving in the path, but the object stays still
thanks :D
Hi bro your video is really good and i love it but bro i have a problem with this can you fix it? The thing is my animation works great the camera follows the path also but it doesn't stop at the end of the curve it just keep moving unless the entire frame length is done😅 . Can you help bro
You can use Clamp in Path Animation.
❤
Its a manta ray....
i think follow path is broken in blender 4.0
Yes in 4.0 this option was deformable but is now fixed in 4.1
Really lacking tutorial to be honest.
You didn't talk about any details, for example, how to tweak timing of animation if you don't want to have just a constant speed one, or for example if you want to stop an animation at any point and resume it later.
Also you can easily change direction of a path by going to "Segments -> Switch direction". You don't have to make a new one to do this as you showed in the video.
Low quality tutorial unfortunately, learned almost nothing.
how do you make it stop the continue?