I'm trying to make a graphic that describes how to orient a planetary orbit in 3D. I animate my planet going around in an ellipse on a Bezier curve.

enter image description here

Next, I want to perform several rotations on the ellipse in space.

What is a simple 30deg x-rotation for the ellipse cylinder object is a -90 x, -30 y and 90 z rotation for the Bezier curve, which it accomplishes at a different rate. In this image you can seem them both rotating, but the Bezier ellipse lagging behind the cylinder. enter image description here

Any idea what might be going on and how to fix it so they all rotate together at the same speed?

I'm using Blender 2.79 on Windows 10.

  • 1
    $\begingroup$ This really shouldn't happen.. did you apply the transforms of the curve and ellipse at the 0 position, so their local axes are coincident? (..and BTW, it's possible you don't need the cylinder at all, you could just use a filled and extruded 2D curve.. the planet could still follow that....) $\endgroup$ – Robin Betts Feb 24 '19 at 11:01
  • $\begingroup$ everything had their origins at the center of the "Sun" at (0,0,0) $\endgroup$ – albiero Feb 24 '19 at 19:43
  • $\begingroup$ ..and the local axes were aligned to the world? $\endgroup$ – Robin Betts Feb 24 '19 at 20:27

No idea why they behave this differently. But you could try parenting you curve to your object by selecting the curve first then the object (with Shift held down) and hitting Ctrl+P on the keyboard. Then you can animate your cylinder object and the curve will follow automatically.


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