Skip to main content
added 673 characters in body
Source Link
Chris
  • 1
  • 6
  • 35
  • 98

I hope a solution with animation nodes (is a free and amazing add-on and still can do a lot more than geometry nodes) is ok, so with this node setup:

enter image description here

with this node:

enter image description here

you can change the speed of the "follower".

you get this (slow speed):

enter image description here

moderate speed:

enter image description here

fast:

enter image description here

I use the compare node to reset the animation. In combination with the switch node AN sets the start point for the cone to 0,-1,0 so that it restarts always at the same point. This only happens on frame 1, on every other frame the "normal" "follow object calculation" will be executed.

You can try out yourself what happens if you just plug in the vector math output node of "add" to the location of "object transform output". You will see, that the starting point of cone is "on" the cube (at least if you have set execution "always" in the node tree). That's because AN executes the nodetree permanently and not per frame. Of course you can change that behaviour.

Now to "your" blend file:

i am not totally sure why this happens. But...that's why i moved my object on the curve via AN too, then it works.

Just delete your follow path constraint and use the same nodes i did: Time info, map range, evaluate spline and transform output. These four nodes replace the follow path constraint.

I hope a solution with animation nodes (is a free and amazing add-on and still can do a lot more than geometry nodes) is ok, so with this node setup:

enter image description here

with this node:

enter image description here

you can change the speed of the "follower".

you get this (slow speed):

enter image description here

moderate speed:

enter image description here

fast:

enter image description here

I use the compare node to reset the animation. In combination with the switch node AN sets the start point for the cone to 0,-1,0 so that it restarts always at the same point. This only happens on frame 1, on every other frame the "normal" "follow object calculation" will be executed.

You can try out yourself what happens if you just plug in the vector math output node of "add" to the location of "object transform output". You will see, that the starting point of cone is "on" the cube (at least if you have set execution "always" in the node tree). That's because AN executes the nodetree permanently and not per frame. Of course you can change that behaviour.

I hope a solution with animation nodes (is a free and amazing add-on and still can do a lot more than geometry nodes) is ok, so with this node setup:

enter image description here

with this node:

enter image description here

you can change the speed of the "follower".

you get this (slow speed):

enter image description here

moderate speed:

enter image description here

fast:

enter image description here

I use the compare node to reset the animation. In combination with the switch node AN sets the start point for the cone to 0,-1,0 so that it restarts always at the same point. This only happens on frame 1, on every other frame the "normal" "follow object calculation" will be executed.

You can try out yourself what happens if you just plug in the vector math output node of "add" to the location of "object transform output". You will see, that the starting point of cone is "on" the cube (at least if you have set execution "always" in the node tree). That's because AN executes the nodetree permanently and not per frame. Of course you can change that behaviour.

Now to "your" blend file:

i am not totally sure why this happens. But...that's why i moved my object on the curve via AN too, then it works.

Just delete your follow path constraint and use the same nodes i did: Time info, map range, evaluate spline and transform output. These four nodes replace the follow path constraint.

added 673 characters in body
Source Link
Chris
  • 1
  • 6
  • 35
  • 98

I hope a solution with animation nodes (is a free and amazing add-on and still can do a lot more than geometry nodes) is ok, so with this node setup:

enter image description here

with this node:

enter image description here

you can change the speed of the "follower".

you get this (slow speed):

enter image description here

moderate speed:

enter image description here

fast:

enter image description here

I use the compare node to reset the animation. In combination with the switch node AN sets the start point for the cone to 0,-1,0 so that it restarts always at the same point. This only happens on frame 1, on every other frame the "normal" "follow object calculation" will be executed.

You can try out yourself what happens if you just plug in the vector math output node of "add" to the location of "object transform output". You will see, that the starting point of cone is "on" the cube (at least if you have set execution "always" in the node tree). That's because AN executes the nodetree permanently and not per frame. Of course you can change that behaviour.

I hope a solution with animation nodes (is a free and amazing add-on and still can do a lot more than geometry nodes) is ok, so with this node setup:

enter image description here

with this node:

enter image description here

you can change the speed of the "follower".

you get this (slow speed):

enter image description here

moderate speed:

enter image description here

fast:

enter image description here

I hope a solution with animation nodes (is a free and amazing add-on and still can do a lot more than geometry nodes) is ok, so with this node setup:

enter image description here

with this node:

enter image description here

you can change the speed of the "follower".

you get this (slow speed):

enter image description here

moderate speed:

enter image description here

fast:

enter image description here

I use the compare node to reset the animation. In combination with the switch node AN sets the start point for the cone to 0,-1,0 so that it restarts always at the same point. This only happens on frame 1, on every other frame the "normal" "follow object calculation" will be executed.

You can try out yourself what happens if you just plug in the vector math output node of "add" to the location of "object transform output". You will see, that the starting point of cone is "on" the cube (at least if you have set execution "always" in the node tree). That's because AN executes the nodetree permanently and not per frame. Of course you can change that behaviour.

Source Link
Chris
  • 1
  • 6
  • 35
  • 98

I hope a solution with animation nodes (is a free and amazing add-on and still can do a lot more than geometry nodes) is ok, so with this node setup:

enter image description here

with this node:

enter image description here

you can change the speed of the "follower".

you get this (slow speed):

enter image description here

moderate speed:

enter image description here

fast:

enter image description here