Whenever you animate with key frames, even though the speed can vary, it's always only a straight line, so the end result usually looks jagged in some way. Is there a way to make an animation keyframe from point A to point B make the shape of some kind of subtle arc rather than just a straight line?
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This is what you need: https://docs.blender.org/manual/en/dev/rigging/constraints/relationship/follow_path.html – Jaroslav Jerryno Novotny Oct 09 '17 at 14:41
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https://blender.stackexchange.com/questions/31578/how-to-change-camera-movement-speed-on-path-during-animation/31583?s=5|34.2740#31583 – atomicbezierslinger Oct 09 '17 at 18:18
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Path Constraint .... – atomicbezierslinger Oct 09 '17 at 18:44
2 Answers
Use the Graph Editor to edit the animation curves. This will allow you to have full control over the shape of the animation. In the graph editor you can select a specific channel (such as the Z Location) and can then add keyframes by way of the Key/Insert Keyframe menu (or I shortcut) and these can be manipulated by grabbing and rotating the bezier handles (assuming it's set to Bezier - the default interpolation mode).
Once you've adjusted the curve it is useful to use the Motion Paths panel to visualise the new path (as in LeoNas's answer).
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You have play with Motion paths
Click the butom calculate. It will generate the path.
Position a new keyframe in between two keyframes, and **update paths.
So you will create a curved path instead a straight line animation.
See the imagem below.
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I think it is useful for IK bones or any unconnected bones as the main bone. You cannot make an arc with a connected bone because its pivot – LeoNas Oct 10 '17 at 16:23

