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How does the curve modifier work in Blender?
This modifier works in global space, in other words, the actual position of the geometry relative to the curve is determinant to get a correct result. Typically, you’ll want your object’s origin to be at the center of your geometry (not offset far away from it, you can e.g. Set Origin to Geometry ).
Which is the effect of the curve modifier?
This is the axis that the curve deforms along. If set, restrict the effect to the only vertices in that vertex group. Inverts the influence of the selected vertex group, meaning that the group now represents vertices that will not be deformed by the modifier.
Where is the origin of a curve in Blender?
Typically, you’ll want your object’s origin to be at the center of your geometry (not offset far away from it, you can e.g. Set Origin to Geometry ). And then you’ll want to start with your object’s origin at the same location as your curve object’s origin (you may use snap tools for that…).
What happens when you move the object away from the curve?
Moving the mesh perpendicularly to this axis, the object will move closer or further away from the curve. When you move the object beyond the curve’s ends, the object will continue to deform based on the direction vector at those ends.
Why does my armature animation Jerk when looping?
I have an animated armature with a walk cycle that I need to loop smoothly, but when I play through the frames, the animation “jerks” to a stop for a moment when looping from the last frame back to the first. In other words, there’s a discontinuity in the f-curves between the last frame and the first frame (like with the selected blue curve here):
Can a cyclic animation be adjusted in Blender?
Having such a point of impact as the start and end point for a cyclic animation is clearly a special case in which one would indeed expect to adjust the handles manually. But in the typical case of smooth motion, Blender could and should align the end handles automatically.