I'm having an issue with a path animation. I have a root object, with a number of children, animated on the path. My problem is, the further down the path I go, a jitter develops in the parented geometry. I have linked a video of the problem. http://sean.novak.us/vid/help/jittersAlongPath.mp4
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$\begingroup$ Are there any other constraints in play? $\endgroup$– Robin Betts ♦Commented Sep 22, 2020 at 21:19
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1$\begingroup$ Looks like float point precision issues as you move away from scene origin $\endgroup$– Duarte Farrajota Ramos ♦Commented Sep 22, 2020 at 21:29
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$\begingroup$ The character armatures use constraints to follow the seats. However, the ship geometry is parented to the animated path constrained object. $\endgroup$– Sean NovakCommented Sep 22, 2020 at 21:29
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$\begingroup$ @DuarteFarrajotaRamos, I thought the same thing, until I scaled down the whole scene by 0.1. If it was only a relation to 0,0,0, I think I would have observed SOME change. This makes me think it has something to do with the transformation along the curve. $\endgroup$– Sean NovakCommented Sep 22, 2020 at 21:31
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1$\begingroup$ What type of curve do you use? I've heard a few instances of Bezier Curve internal math leading to precision issues, and Paths being better for animations $\endgroup$– Duarte Farrajota Ramos ♦Commented Sep 22, 2020 at 21:37
2 Answers
Turns out, this IS in fact a floating point precision issue. Not something to do with the math along the path, itself. In an effort to keep my vehicle and camera near the world origin, I created a root object, parented my environment and path to it, then animated it's location to try to keep the vehicle near to 0,0,0. It has helped a LOT! Here is a video, outlining the solution and result: http://sean.novak.us/vid/help/jitterSolution.mp4
Hi I saw your solution to the jittering problem, which I have now too. Can you explain it better? I think you created a world origin object and parented all your objects in the scene... I'm not sure what do you mean by "world origin object"... Thank you sir.
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$\begingroup$ Hi Michael, did you watch the video that I linked? Yes, basically use an empty, parent everything to it, then animate it so that your camera is near 0,0,0 (world origin). $\endgroup$ Commented Oct 23, 2020 at 19:02