Animating along a Motion Path in Maya
cornReece cornReece
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 Published On Sep 20, 2024

Animating along motion path isn't too difficult. I cover how to do so here, and these are just the basics. You can take this idea so much further!

00:00 Introduction
00:30 Creating a Path
02:05 Motion Path Constraint
06:00 Adjusting the Speed
10:00 Adjusting the Curve
12:05 Animating Beyond the Constraint
16:09 Building a Curve on Geometry

----OVERVIEW----

Creating a Path for the Vehicle
Use orthographic views to create the curve to avoid perspective distortions.
Use the EP Curve Tool for clean, adjustable path creation.
Click and drag to create the path; hit Enter when satisfied to finalize the curve.

Setting Up the Motion Path Constraint
Select the vehicle’s directional controller and the curve.
Go to Constrain - Motion Path - Attach to Motion Path to link the object to the path.
Test the initial movement; if the vehicle's movement is incorrect, adjust the settings.

Adjusting Motion Path Settings
Open the Motion Path Option Box to change settings like Front Axis and Up Axis.
Set Front Axis to Z (to ensure the vehicle faces forward) and Up Axis to Y.
Hit Apply to see the correct animation along the path.

Fixing Offsets and Orientation
Zero out any translation values in the channel box if the vehicle is offset from the path.
Make sure the root origin is at (0, 0, 0) if exporting to Unreal Engine.

Editing the Speed and Timing of the Motion Path
Open the Graph Editor to adjust the vehicle’s speed along the path.
By default, paths use auto tangents (ease in and ease out), creating slow start and end speeds.
Change to linear tangents for constant speed.
To adjust speed around curves, insert new keys in the graph, flatten tangents to slow down, and angle them slightly for more natural movement.

Manipulating the Curve Directly
Select the curve, right-click to access Control Vertices, and adjust as needed.
Use soft selection for smoother adjustments to sections of the curve.
Change soft select settings from Volume to Surface to affect only connected parts of the curve.

Animating Additional Movements
Add secondary animation, such as drifting or leaning, using extra controls on the vehicle rig.
Keyframe additional movements like fishtailing or leaning to enhance realism.
Use reference footage to inform the added motions and adjustments.

Adjusting Tire Movement and Additional Controls
Animate additional controls, like turning tires, to add realism during turns.
Right-click the control attribute in the channel box and select Key Selected to animate these elements.

Avoid Keyframing Constraints
Avoid hitting S to set keyframes when constrained; use Key Selected to prevent conflicting animation data.

Animating on Complex Surfaces
To create curves that follow complex terrain (e.g., hills or ramps), set the object as a Live Object.
Use the EP Curve Tool while the object is live to create a path directly on the surface.
Turn off the Live Object setting after creating the curve.

Constraining Objects to the Surface Path
Rebuild constraints using the new path if necessary.
Adjust control vertices of the curve for precise alignment along the surface.

Fine-Tuning Animation and Final Adjustments
Modify the vehicle’s path, speed, and secondary animations to match the intended look.
Use the Graph Editor and soft selection tools to make incremental changes.
Ensure all adjustments work cohesively to create a realistic and polished animation.

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