"Follow curve" option in follow path constraint makes constrained object flip around if first (or second) vertex of curve is manipulated #42436

Closed
opened 2014-10-29 19:07:44 +01:00 by Hadrien Brissaud · 6 comments

System Information
Win7x64, GTX660m

Blender Version
Broken: 2.72
Worked: (optional)

Short description of error
"Follow curve" option in follow path constraint makes constrained object flip around if first (or second) vertex of curve is manipulated

Exact steps for others to reproduce the error
Move around any of the two bones I point at in the blend, it makes the constrained bone flip around. As I pointed out in the blend also, checking "follow curve" makes the constrained object point in another direction (which doesn't seem to make sense, as it seemed correct before) - so a readjust of the "up" and "forward" axes is needed afterward.

Hadrien

IKsplineTest.blend

**System Information** Win7x64, GTX660m **Blender Version** Broken: 2.72 Worked: (optional) **Short description of error** "Follow curve" option in follow path constraint makes constrained object flip around if first (or second) vertex of curve is manipulated **Exact steps for others to reproduce the error** Move around any of the two bones I point at in the blend, it makes the constrained bone flip around. As I pointed out in the blend also, checking "follow curve" makes the constrained object point in another direction (which doesn't seem to make sense, as it seemed correct *before*) - so a readjust of the "up" and "forward" axes is needed afterward. Hadrien [IKsplineTest.blend](https://archive.blender.org/developer/F120198/IKsplineTest.blend)

Changed status to: 'Open'

Changed status to: 'Open'

Added subscriber: @hadrien

Added subscriber: @hadrien

Same when using nurbs curve instead of bézier.

Same when using nurbs curve instead of bézier.
Member

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Julian Eisel self-assigned this 2014-11-03 19:43:12 +01:00
Member

Hey @hadrien,
I had a look at your attached .blend and played with it quite a bit. I'm by far no rigging expert, but I don't think we have a bug here.
The flipping marker seems to come from the normals of the curve, which are hard to control in such scenarios. Maybe you should try to apply rest poses, or maybe using curves might not be the best way to do whatever you want to do (I'm not sure what you want to do/expect to happen).
I will close this report as invalid, but I'll also keep my eyes open for similar issues, even though I'm quite sure this isn't a bug.

Nevertheless, thanks for the report @hadrien!

Hey @hadrien, I had a look at your attached .blend and played with it quite a bit. I'm by far no rigging expert, but I don't think we have a bug here. The flipping marker seems to come from the normals of the curve, which are hard to control in such scenarios. Maybe you should try to apply rest poses, or maybe using curves might not be the best way to do whatever you want to do (I'm not sure what you want to do/expect to happen). I will close this report as invalid, but I'll also keep my eyes open for similar issues, even though I'm quite sure this isn't a bug. Nevertheless, thanks for the report @hadrien!

Thanks for taking a look Severin. So far as I know using a curve is the only way of making a bunch of objects follow and travel along an arbitrarily shaped path (?). Maybe it would solve the issue to have an additional field inside the follow path constraint where to point at another object/bone from which to derive up and forward axes ? This problem will arise any time someone happens to have a straight curve - I really feel something is broken here. Will keep trying to work around it.

Thanks,

Hadrien

Thanks for taking a look Severin. So far as I know using a curve is the only way of making a bunch of objects follow and travel along an arbitrarily shaped path (?). Maybe it would solve the issue to have an additional field inside the follow path constraint where to point at another object/bone from which to derive up and forward axes ? This problem will arise any time someone happens to have a straight curve - I really feel something is broken here. Will keep trying to work around it. Thanks, Hadrien
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Reference: blender/blender#42436
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