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0

Try increasing the Bevel Resolution further. Unfortunately 32 is the maximum and even manual input won't go any higher.


2

You can create a bezier circle (4 vertices), give it a Bevel Depth, and tweak the Resolution values, here I've tried a Shape Resolution and a Bevel Resolution of 12. Give it a Subdivision Surface modifier and it will fix the bad shading. It looks like to avoid wrinkles you need to rotate and play with the vertices scale a bit, I'm not sure you can avoid them ...


3

I would like to bring two new variants to the Curve deforming approach that avoid the "pinching issue" at the points where the snake is extremely bent. I would like to thank to Quentin Clemence for pointing in that direction and bringing more variety of the solutions of this problem. I'll try to be as brief as possible due to the solutions being ...


1

You probably have reversed handles on control points. Select the Bezier Curve and enable Curve Edit Mode normals in the Overlays drop down: set the length to something large and edit the curve. If the curve handles aren't backwards, it will look like this more or less But if they're backwards, then it will look like this If they are reversed, then your ...


1

I'm not really an expert, but I had this problem too. How I solved it was: Exporting the curve as .abc file with 'Selected Objects Only' box checked. Import this same file again. All keyframes will disappear while the animation is still shown correctly. Additionally you might have to export as .mdd file (you should check this option in the preferences menu ...


0

To make it easy i wouldn't render it as Halo but as icosphere. Then just give the icosphere a white color and shade it smooth and change the scale and it will look like halo. Then you can give your transparent material a node setup like this: and you get this: you can checkout the blend file here:


4

Here is a modified and optimized version of the vklidu's approach. It differs by replacing the Wave modifier with Displacement modifier. For the Surface Deform object I start with a straight line of connected vertices alnog Y axis and making sure there is bigger vertex density at the "tail" section. I add all vertices to a vertex group which will ...


-1

Another way may be to animate just the procedural skin texture keyframing nodes values while actually moving a small part of the snake mesh with the head. The lower animation seems to prove it.


6

I wanted to come up with Lattice version, because there is not a way to adjust wave shape inside modifier in a shape I would like to. With Lattice deformer it is possible in some limited way, also with lattice you can completely fix snake's head position ... the biggest issue here is material. Instead of curve objects you can go with mesh object, because ...


14

Here is another way ... curve object with two modifiers used for Snake object with Curve modifier ... Wave Simple Deform > Bend Not perfect yet ... I have difficulties to set shape of wave I like to (still too spiky). For now just a concept to play with :) ... change Simple Deform > Bend > Angle Later I want to try Lattice or something similar ...


7

Here is my take using curve Shape Keys for the animation. This requires some good animation skills and patience. I prefer using NURBS curve for this specific shape - Figure 1 Initially I start with a Curve Path object and subdivide it twice Then subdivide some more only the first segment where the head will be and then snap these generated points to the ...


0

That is normal. The spokes are being stretched along that axis because it is the outside of a turn. If it were the inside, they would’ve been squeezed thinner. To make them stay the same size, I recommend using a particle system instead.


21

It depend how advanced rig or complex animation it should be. For given reference it could work with ... one Curve controlled by few Hooks and Snake controlled by Curve modifier


0

Path follow it, the effect is mainly that the texture of the snake is small in size, so the movement over the path causes the effect, you might even animate the path a bit another way to do it would be through a mesh deform modifier with a mesh of the curvature ( partly (using empty bindings)). the problem here would be to overcome stretching, so you get ...


3

Scale a cube on Z, bevel one of its edges: Inset (i) the face: Extrude (E): Cut an edge loop with the knife (K to activate, Z to cut through, C to cut perpendicularly): Extrude the small protrusion:


0

I found how to do it. By following actions below it is possible to export follow path animation. Object ▶ Animation ▶ Bake Action... Select "Clear Constrains", "Visual Keying" and "Bake Data" as "Object" Then click ok. Now the follow path animation can be exported.


2

as Moonboots (Superman) said, you can do it like this: add a cube, duplicate it, add a bezierpath circle add follow path as object constraint and keyframe the offset value: -> of course different for each cube result:


3

You could create a cylinder along a curve with the Array and Curve modifiers (1), duplicate the body to keep a low poly somewhere, put the pipes on the body, apply the modifiers, merge the pipes with the body (2), create a new material for the low-poly object, create an Image Texture node and a new image (32 Bit float) in this Image Texture, bake the normal ...


4

You can hook the curve vertices to empties or bones and scale these empties and bones, you can also keyframe the radius or create empties or bones that will control the radius through drivers etc. Example with a simple hook to empties:


0

It sounds like you might benefit from Join as Shapes. Please see the below gif: (Note: This method works with former beveled curves that were animated with either Shape Keys or Hooks, but please be advised that it doesn't seem to interpolate precisely the same way curves do, although you can ostensibly get closer by "sampling" more frames): Hope ...


1

change position of your sphere to 0,0,0 add object constraint "follow path" to your sphere, target: spiral tap on "animate path" and press Space result:


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