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I am trying to animate a double bus, like this one:

enter image description here

Do I need to split the bus in the middle so that both bus parts can rotate individually over a path using the Follow Path constraint? I don't have enough experience in animating to know how to achieve this. Any suggestions? This is my bus so far:

enter image description here

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2 Answers 2

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Take two:

enter image description here

I looked into the Follow Path constraint a bit more, but could not come up with anything. I instead decided to rig the bus. Basically, I added a base bone with a Follow Path constraint and two bones on either end with Follow Path constraints and an Offset: value to make sure they stayed at the front and rear of the bus. I then added two bones for the two halves of the bus. They are following the base bone's movements (parented) and have a Track To constraint so they point towards the two end bones. I did all the weight painting myself, so it would take forever to write a lengthy tutorial. Instead, I explained what I did, and am including a second .blend file. Note that you may want to adjust the start and end values in the .blend file.

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  • $\begingroup$ Well, I have to admid that this is working quite well, not perfect but if I spend more time on it, it should work. I always avoid working with bones because I don't understand one single thing of them so here a few questions. 1)You said you added 2 bones for the bus halves but I count 5? 2)I can't find the follow path contraint you added $\endgroup$
    – Vinc199789
    Commented May 24, 2016 at 13:17
  • $\begingroup$ 1) Two bones actually move the bus. The other 3 simply provide targets that keep the original 2 moving and pointing in the right direction. 2) Ctrl + Tab into pose mode with the bones selected and go to the newly appearing Bone Constraints tab in the Properties panel. 3) If my answer helped, please consider accepting it. 4) If you fool with the weight painting on the bus object, you could very well eventually get a smoother movement. $\endgroup$
    – Shady Puck
    Commented May 24, 2016 at 13:21
  • $\begingroup$ You're very welcome. Always glad to help. $\endgroup$
    – Shady Puck
    Commented May 24, 2016 at 13:24
  • $\begingroup$ Hey, I have a new questions: puu.sh/p3tW7/9fa24a0ddc.png .1) Did you create bones in edit mode from the horizontal bone? 2) If I select all bones and the mesh, what parent option do I need to select? $\endgroup$
    – Vinc199789
    Commented May 24, 2016 at 14:07
  • $\begingroup$ 1) ya 2) I am not sure @Vinc199789 $\endgroup$
    – Shady Puck
    Commented May 24, 2016 at 14:30
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I think you will do much better using a Curve object modifier than a Follow Path constraint.

To utilize this, first delete the constraint. Next, align the center point of your mesh with that of the curve (make the locations the same). Then, go to the Object modifiers tab in the Properties panel. After that, add a Curve modifier. Select the curve in the dropdown menu that you want your mesh to follow. Play with the Deformation Axis: until your mesh is aligned along the curve the way you want. Your modifier should now look something like this:

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To move your mesh along the curve, move the arrow that corresponds to the Deformation Axis: you selected.

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Here is a .blend file:

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  • $\begingroup$ Hey, Thanks for your answer. I also experimented with this but the problem is that at the mesh also deforms at the outside. I thought maybe could the follow path contraint solve this issue $\endgroup$
    – Vinc199789
    Commented May 23, 2016 at 17:29

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