Camera Follow Path not observing modifiers #54126

Closed
opened 2018-02-22 10:55:38 +01:00 by Master James · 6 comments

System Information
Win 8.1 NVidia Titanium whaatever doesn't matter in either case.

Blender Version
Latest official 2.79 probably also reaches back for decades.

Short description of error
My appologies if this is a mistaken bug report, but while trying the Camera Follow path for my first time, with a bezier circle that has modifiers bending the path that have not been applied.

It doesn't seem to observe the modifiers!? Simple Bend etc.

Blender really needs to be more procedural then it currently is. This seems to be another great example of it's short comings in these regards.

Ya sure you can apply the modifiers, but you shouldn't have to. I call this more of a Bug (it's certainly not a feature request) Really it's revealing of a foundationally major flaw in blender design in general (lack of procedural thinking).

It appears to be like a quick addon that's never finished and frankly out of place and likely already obsolete, just a quick hack that kind of works for a simple turntable etc.

Maybe someone can suggest that there actually is a totally different way and verify that nobody uses this in practice anymore?

My minimal expectation and simple fix would be to add to the curve being followed curve tab's path animation drop down panel beside the Follow checkbox to also have a 'use modifiers' checkbox as well.

Then you could animate the deforming modifier, etc. It just seems like a bug that it doesn't by default observe this and again makes me wonder (in a concerned for the future of Blender way) how deeply this lack of procedural thinking runs throughout the codebase.

Thanks for listening and please think deeply about having procedural functionality in the forefront of all of blender moving forward. [As in it needs to be more like Houdini in this regard.]

**System Information** Win 8.1 NVidia Titanium whaatever doesn't matter in either case. **Blender Version** Latest official 2.79 probably also reaches back for decades. **Short description of error** My appologies if this is a mistaken bug report, but while trying the Camera Follow path for my first time, with a bezier circle that has modifiers bending the path that have not been applied. It doesn't seem to observe the modifiers!? Simple Bend etc. Blender really needs to be more procedural then it currently is. This seems to be another great example of it's short comings in these regards. Ya sure you can apply the modifiers, but you shouldn't have to. I call this more of a Bug (it's certainly not a feature request) Really it's revealing of a foundationally major flaw in blender design in general (lack of procedural thinking). It appears to be like a quick addon that's never finished and frankly out of place and likely already obsolete, just a quick hack that kind of works for a simple turntable etc. Maybe someone can suggest that there actually is a totally different way and verify that nobody uses this in practice anymore? My minimal expectation and simple fix would be to add to the curve being followed curve tab's path animation drop down panel beside the Follow checkbox to also have a 'use modifiers' checkbox as well. Then you could animate the deforming modifier, etc. It just seems like a bug that it doesn't by default observe this and again makes me wonder (in a concerned for the future of Blender way) how deeply this lack of procedural thinking runs throughout the codebase. Thanks for listening and please think deeply about having procedural functionality in the forefront of all of blender moving forward. [As in it needs to be more like Houdini in this regard.]
Author

Added subscriber: @MasterJames

Added subscriber: @MasterJames

Added subscriber: @zeauro

Added subscriber: @zeauro

Maybe someone can suggest that there actually is a totally different way and verify that nobody uses this in practice anymore?

You can do the bend on a shapekey and play with its slider But , yes It is not as versatile.

It is a reality that brings developers to consider a replacement of modifiers and constraints by nodegraphs.
2.8 exposed targets are not related to that. But the "Everything nodes" idea should be following the stabilization of basics of 2.8 project.
https://www.blender.org/press/18-anticipated-blender-development-projects-of-2015/

> Maybe someone can suggest that there actually is a totally different way and verify that nobody uses this in practice anymore? You can do the bend on a shapekey and play with its slider But , yes It is not as versatile. It is a reality that brings developers to consider a replacement of modifiers and constraints by nodegraphs. 2.8 exposed targets are not related to that. But the "Everything nodes" idea should be following the stabilization of basics of 2.8 project. https://www.blender.org/press/18-anticipated-blender-development-projects-of-2015/

Added subscriber: @Sergey

Added subscriber: @Sergey

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Sergey Sharybin self-assigned this 2018-03-01 10:51:03 +01:00

There are two ways in which modifiers deforms curve: one of them is to affect on tessellated curve (default behavior), or original spline. This is controlled by "Apply on Spline" in the modifier header, next to Show in Edit mode.

First mode is handy when you need to modify spline which has bevel/taper objects applied. Second one is handy to modify path which is derived from curve spline.

This leads us to definition of path, which is basically modified pre-tessellated spline. This is exactly what Follow Path uses. It is not possible to get path after tessellation point.

So what you have to do is to apply deformation modifiers on original spline, buy using option mentioned above.

Thanks for the report, but it's not a bug.

There are two ways in which modifiers deforms curve: one of them is to affect on tessellated curve (default behavior), or original spline. This is controlled by "Apply on Spline" in the modifier header, next to Show in Edit mode. First mode is handy when you need to modify spline which has bevel/taper objects applied. Second one is handy to modify path which is derived from curve spline. This leads us to definition of path, which is basically modified pre-tessellated spline. This is exactly what Follow Path uses. It is not possible to get path after tessellation point. So what you have to do is to apply deformation modifiers on original spline, buy using option mentioned above. Thanks for the report, but it's not a bug.
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Reference: blender/blender#54126
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