#Follow Funnies
5 messages in this thread
Hi,
I have this problem every 6 months or so… an object that won't FOLLOW it's
path!!! Key 0 looks OK, so I hit follow and whowa! — all kinds of funny
rotations!
The book sez, set frame 0 and follow sets the rest… so why the goofiness?
Could it be freaking out because there are too many keys in the path? I'm
stumped!
Donald Newlands
BRW, Inc.
Donald,
With Follow using a Bank will sometimes screw you up. Does it still follow
incorrectly with Bank off? On P. 8-96 of the Reference guide it states than
banking will only work properly if the path is parallel with the top view.
Could this be it?
DM
Dave,
The path is parallel to the top view and banking is turned off…
One extra piece of info — the "funnies" have been happening after running
Tempo.KXP on the object.
Hmm, I wonder if follow doesn't like the info that Tempo embeds in objects…
Now, something more dramatic: running follow seems to cause my machine to hang
in "Computing trajectory, please wait" — and this is on a different machine
with a different path — this is too wierd!
Donald Newlands
BRW, Inc.
Hi Donald,
<< The book sez, set frame 0 and follow sets the rest… so why the goofiness?
>>
You really don't want to set rotation keys on frame 0. It's much better to
treat frame 0 as a static frame that represents the scene in the editor and
create all your keyframes starting at frame 1. If a rotation keys is set at
frame 0, it means rotate this object so many degrees from it's previous
orientation. Well.. there is no previous key. So there's the goofiness until it
gets to the first valid orientation.
Try some tests out and tell me if the goofiness that you see is caused by this
situation.
jonas[adesk]
Jonas,
Thankyousomuch! That sounds like the ticket!
Donald Newlands
BRW, Inc.