IntroductiontoDigitalModellingandAnimationin*...

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Introduction to Digital Modelling and Animation in Design – week 6 Introduction to Animation Thaleia Deniozou Basic Key Frames We now know how to model and apply materials and textures, so it’s time to figure out how to move meshes around in the scene. The main window types we will need to use in this version of Blender are the Timeline, the Dope Sheet and the Graph Editor. Basically, The Dope Sheet shows your animation keys as points that can be easily copied or moved on a line. The Graph Editor shows your animations as graph curves, where different things can be done to control them. Animation is a big area with lots of things to do or discuss about, while new features are constantly added in later Blender versions. For this reason, we will deal with the basics. The first thing to do is go to the Render Buttons in the Properties Panel. There, after you set up your scene and set the Frames/Second (FPS) in the render button area (Dimensions Panel > Presets), consider what you want your ‘actors’ (moving models) to do and how long they should take to do it. One of the problems that beginner animators experience is making the motions occur in an appropriate time. Remember to look at your frames/second (FPS) when animating and relate it to time. For example, if you want something to take 3 seconds to get from point A to point B and you are running at 24 fps (Blender default), you need to complete the animation in a total of 72 frames (3 sec x 24 fps =72 total). While in the Rendering Buttons > Dimensions Panel note also the Frame Range. As you can see the animation will begin in frame 1 and end in frame 250. This is the default animation duration and so Blender will only playback and render until frame 250 is reached. Assuming you keep the 24 FPS those 250 frames translate to around 10 sec of animation. If your animation will last longer you will need to increase this default value.

Transcript of IntroductiontoDigitalModellingandAnimationin*...

Introduction  to  Digital  Modelling  and  Animation  in  Design  –  week  6  Introduction  to  Animation    Thaleia  Deniozou  -­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐-­‐    

Basic  Key  Frames  

We  now  know  how  to  model  and  apply  materials  and  textures,  so  it’s  time  to  figure  out  how  to  move  meshes  around  in  the  scene.  The  main  window  types  we  will  need  to   use   in   this   version   of   Blender   are   the   Timeline,   the  Dope   Sheet   and   the  Graph  Editor.  Basically,  The  Dope  Sheet  shows  your  animation  keys  as  points   that  can  be  easily  copied  or  moved  on  a  line.  The  Graph  Editor  shows  your  animations  as  graph  curves,  where  different  things  can  be  done  to  control  them.  Animation  is  a  big  area  with  lots  of  things  to  do  or  discuss  about,  while  new  features  are  constantly  added  in  later  Blender  versions.  For  this  reason,  we  will  deal  with  the  basics.    

The  first  thing  to  do  is  go  to  the  Render  Buttons  in  the  Properties  Panel.  

There,  after  you  set  up  your   scene  and  set   the  Frames/Second   (FPS)   in   the   render  button   area   (Dimensions   Panel   >   Presets),   consider   what  you  want  your  ‘actors’  (moving  models)  to  do  and  how  long  they  should  take  to  do  it.  One  of  the  problems  that  beginner  animators   experience   is   making   the   motions   occur   in   an  appropriate  time.  Remember  to  look  at  your  frames/second  (FPS)  when  animating  and  relate   it   to  time.  For  example,   if  you  want  something  to  take  3  seconds  to  get   from  point  A  to  point  B  and  you  are   running  at  24   fps   (Blender  default),  you  need  to  complete  the  animation  in  a  total  of  72  frames  (3  sec  x  24  fps  =72  total).  

While  in  the  Rendering  Buttons  >  Dimensions  Panel  note  also  the  Frame  Range.  As  you  can   see   the  animation  will  begin   in   frame  1  and  end   in   frame  250.  This   is   the  default  animation  duration  and  so  Blender  will  only  playback  and  render  until  frame  250  is  reached.  Assuming  you  keep  the  24  FPS  those  250  frames  translate  to  around  10  sec  of  animation.  If  your  animation  will  last  longer  you  will  need  to  increase  this  default  value.  

In  the  picture  below,  you  can  see  the  main  controls  of  the  Timeline  window  (bottom  of  the  3D  viewport):  

 

Moving,  Rotating  and  Scaling  are  the  three  main  animation  types  you  can  use  on  an  object.  Key-­‐frames  can  be  created  for  all  of  them  respectively.  When  you  create  the  moving,  rotating  and  scaling  key-­‐frames  you  only  do  it  for  the  start  and  end  position  while  Blender  will  figure  out  all  the  in  between  locations  on  the  other  frames.    

So   lets  make  our   first   simple   animation.  Add  a  primitive   in   your   scene,   or   use   the  default  cube  and  place  it  in  the  position  you’d  like  your  animation   to   begin   from.   Start   from   frame   1   (to  initialize   the   starting   position).   Now   to   insert   a   key-­‐frame   for   the   object,   press   the   I   key  to   Insert   Key.  Make  sure  your  cursor   is   in  the  3D  window  when  you  push  the  I  key.  The  menu  on  the  right  image  pops  up.  You   have   3   main   options   Location,   Rotation  and  Scaling   and   combinations   between   them.   Select   the  key  option  that  corresponds  to  the  type  of  motion  you  want  to  do.  Now  advance  to  the  next  frame  where  you  want   to   put   a   key   (i.e.   frame   25   if   you   want   a  movement   to   occur   after   1   second),  move,   rotate   or   size   the   object,   then   press   I  again  to   insert  another  key.  Remember,  you  can  change  in-­‐between  frames  quickly  with  the  arrow  keys.  

Continue  advancing  the  frames  and  placing  keys  along  your  timeline  to  create  your  animation.  For  the  most  part,  location  and  size  keys  work  flawlessly,  but  often  care  needs  to  be  given  to  rotation  keys.  If  you  try  to  rotate  an  object  too  far  in  one  set  of  keys,  the  object  may  not  rotate   in  the  exact  direction  you  want   it  to.   It  may  rotate  oddly.  Try  small  angular  steps  while  animating  rotation  keys.    

Once  you  are  done  you  can  playback  your  animation  to  see  it.  Go  back  to  frame  1,  hover  over  the  3D  viewport  and  hit  Alt+A   (to  stop  the  animation  hit  ESC).  You  can  also  use  the  Playback  Controls  on  the  Timeline.  

 

Automatic   Key   framing   is   another   feature   of   the   timeline   designed   to   make   the  process   of   inserting   keys   easier.   Typing   I   to   insert   keys   is   the   traditional   way   of  entering   key   frames,   but   it   can   become   time   consuming   when   you   have   a   lot   of  items   to   insert   key   frames   for   (especially   in   later   stages   on   animation  when  using  bones  in  a  skeleton).  This  is  where  automatic  key  framing  becomes  a  useful  feature.  To  turn  on  automatic  key  framing,  press  the  small  red  circle  button  in  the  playback  buttons   on   the   Timeline  window.   This   will   record   any   motion   you   do   on   a   given  frame  and  insert  the  necessary  key  frames  needed.  Don't  forget  to  set  a  key  on  your  initial  frame  (frame  1)  to  initialize  your  starting  point.  Auto  key  framing  won't  do  that  unless  you  change  something  on  that  frame.  

Now,  with  the  auto  key  framing  on  and  your  initial  frame  set  you  can  work  similarly  as   before,   progress   between   frames   and   make   changes   to   your   object.   The  difference  in  that  you  don’t  need  to  remember  to  add  the  key,  they  will  be  added  for  you.  

 

 

 

Don't   forget   to   turn  off   automatic   key   framing  when  not  needed,  otherwise  you  may  end  up  animating  things  accidentally  when  you  don't  want  to!  

 

 

The  Graph  Editor  and  Dope  Sheet  

To  better  control  our  animations  we  need  to  have  some  basic  control  over  the  Graph  Editor  and  Dope  Sheet.  Those  are  window  types  and  can  be  accessed  by  splitting  your  screen  and  loading  them   or   for  more   convenience   you   can   change   the  screen   layout   from   Default   (where   we   have   been  working   so   far)   to   Animation   (premade   animation  friendly  layout  with  all  windows  opened)  by  the  Info  header  of  the  program.    

Now  you  must  be  able  to  see  those  two  windows  on  the  left  of  the  layout.  They  will  display  the  actions  of  your  actor  and  your  key  frames  on   the   timeline   in   a   graphical   form   and   allow   refinement   and  modification   of   the  animation.

All  objects  that  have  animation  keys  on  them  will  be  displayed  in  the  windows  and  their  data  will  be  displayed  as  diamonds  (Dope  Sheet)  or  curves  (Graph  Editor).  You  can  zoom  in/out  and  pan   in  this  window  with  the  center  mouse  wheel.  Like  actual  objects,  the  curves  can  be  edited  in  an  edit  and  object  mode.    

At   first   glance,   it   can   be   rather   confusing.   To   simplify   your   view,   you   can  check/uncheck   objects   to   hide/show   their  curves.  By  opening  the  triangle  under  an  object  (lower  white  arrow  on  green  Cube  bar),  you  can  select  individual  curves  for  that  object  and  edit  them.  Those  individual  curves  are  called  action  channels  and  relate  to  the  selected  actor  (here  the  cube).  Each  colored  box  represents  the  key  frame  values  on  the  corresponding  axis  (X,  Y,  Z)  for   Location,   Rotation   and   Scaling   respectively  and  how  this  is  progressing  over  time.  

 

About  the  Dope  Sheet:  

The   Dope   Sheet   shows   your  animation   keys   as   small  diamonds   along   the  timeline.  This  can  be  very  useful  when  you  want  to  copy  keys  to  other  points  along  the  timeline  or  select  multiple  keys  and  scale  them  to  slow  down  an  animation.  You  can   select  keys  the   same  way  you  select   other  objects   in   Blender  (Shift+RMB  or  B  key  to  box  select).  You   will   notice   that   when   you  select  a  key  in  the  Dope  Sheet,  the  same  key   is   selected   in   the  Graph  Editor.    

 

   About  the  Graph  Editor:  

Every  object  that  has  key  frames  will  be  displayed  in  the  Graph  Editor,  but  trying  to  look  at  everything  at  one  time  is  confusing,  so  try  to  select  and  deselect  objects  so  to  only   have   the   ones   you   are   working   on   visible   at   anytime.   Below   is   a   short  description  of  the  Graph  Editor  window:  

     If  we  take  a  closer  look  at  each  Bezier  Curve  on  the  Graph  Editor  we  will  see  that  each  yellow  line  attached  to  it,  has  a  dot  at  the  center  and  a  dot  at  each  end.  The  yellow  lines  are  called  control  handles   or   key   frame   points.   The   control   handles   are   used   to  change  the  shape  of  the  curve.    

The  vertical  green  line  is  the  indicator  and  its  location  represents  the  current  frame  number  of  the  animation.  You  will  see   it  aligns  with  the  frame  numbers  across  the  bottom  of  the  window  and  at  the  lower  end  of  the  line  a  green  box  holds  the  frame  number.  You  can  click  on  this  line  and  drag  it  through  the  animation  the  same  way  as  you  can  in  the  Timeline  Window.  

At  the  left  hand  side  of  the  Graphical  Display  is  a  vertical  bar  with  positive  and  negative  numbers  representing  displacement   from  the  mid  point  of  the  3D  Window.  On  the  bottom,  the  vertical  bar  represents  the  frames  of  the  animation  (default:  0  to  250).  

 

 

As   mentioned   before,   when   you   create   an   animation   for   an   object,   Blender  automatically   tries   to  smooth   the  path  of  animation   through  your  key   frames.  You  have  ways   of   controlling   the   results   of   the   path.   One  way   is   to   click   on   the   path  (curve)  you  want  to  modify  in  the  Graph  Editor  window  and,  with  the  cursor  in  the  Editor  window,  type  Shift-­‐T  and  get  the  Interpolation  Modes  (you  can  also  go  to  the  Key  menu  and  select  Interpolation  Mode).    

 

You  have  3  options:  

Constant:  Gives  a  square  waveform,  like  turning  it  on  and  off.  No  smooth  flow.  Linear:  Takes  a  straight  path  from  point  A  to  point  B.  Solves  problems  of  animations  swinging  way  out  of  where  you  want  them  to  go,  but  motion  can  be  jerky  motion  at  some  points    Bezier:  The  default  type  which  tries  to  make  the  motion  through  the  points  smooth.  

The  choice  of  these  types  of  graphs  and  hence  motions  depends  on  how  you  want  your   actor   to   behave   in   the   animation.  Every   application  may   require   a   different  type  and  you  may  need  some  practice  before  your  animation  behaves  the  way  you  want.   You   can   see   a   simple   example  below  on  how  different   Interpolation  Modes  affect  a  cyclic  animation:  

Using  the  Interpolation  modes  is  quite  helpful  to  affect  the  animation  path  through  its  overall  duration.   If  on   the  other  hand  you  will   to  be  able   to  control   the   flow   in  different  sections  of  the  path  the  best  thing  to  do  is  work   in  each  path   individually  using  the  curve  handles.  

     Blender   Interpolates   to  add  frames  between  the  key   frames  according  to  which  of  the   above   options   were   selected.   Blender   also   figures   out   what   to   do   with   the  frames  of  the  animation  before  the  first  key  frame  and  what  to  do  after  the  last  key  frame.  Figuring  this  out  is  called  Extrapolation.  

Similarly  with  Interpolation  Modes,  the  Extrapolation  Modes  are  often  helpful  when  it  comes  to  controlling  the  curves.  Let's  look  at  an  example  of  making  something  spin  at  a  constant  speed  using  Extrapolation.  You  first  need  to  set  2  key  frames  defining  the  motion.  One  at  frame  1  and  one  at  something  like  frame  25.  Rotate  the  object  90  

REMEMBER…  

If  you  ever  need  to  start  over  with  an  animation,  you  can  erase  all  the  animation  tracks   in   the  Graph  Editor  window  and  start  over.  To  select  all   tracks,  hit   A  and  then  Delete  key.  Be  careful  that  you  only  have  the  keys  for  the  selected  object!  

degrees   between   the   2   keys.   If   you   are   running   at   25   FPS,   this   would   give   you   a  full  revolution  in  4  seconds,  but  right  now,  your  animation  would  stop  after  1  second  

and   only   spin   90   degrees.   In  the  Graph   Editor   window,   find   the  rotation  track   that   shows   the  rotation   curve   and  select   it   (in   this  case  I  rotated  along  the  Z  axis).  Now  go  into  the  Channel  menu  and  select  Extrapolation  Mode  and  then  Linear  Extrapolation.    

The  curve  will  extend  infinitely.    

To  change  the  speed,  move  the  key  on   frame  30  or  a   later   frame   if  you  want   it   to  move  slower,  by  grabbing  the  diamond  frames  in  the  Dope  Sheet  and  moving  them.  To  stop  it  from  spinning  indefinitely  and  finish  the  rotation  at  a  later  frame,  move  to  that   frame   (say,   frame  100)   and  hit   I   to   insert   a   key-­‐frame  on   the   graph.   Then  go  back   into   the   Extrapolation  Mode  menu   and   choose  Constant   Extrapolation.   The  curve  will  level  out  after  the  later  frame  (here  100)  and  eventually  stop.  

 

Simplifying  Animation  Curves  

There  will  be  times,  especially  as  your  animation  grows  that  your  curves  will  become  rather  noisy  or  clattered.  In  this  case  you  are  able  to  use  one  of  Blender’s  excellent  add-­‐ons   to   smooth   out   the   curves   in   the   Graph   Editor.   To   demonstrate   this,   an  example   will   be   used  where   various   key   frames   have   been   added   for   the   default  cube  to  randomly  move  it  in  the  3D  viewport:    

 

As  you  can  see  the  curves  are  made  up  from  various  control  points  and  it  is  kind  of  hand  to  edit  them  without  confusion.  To  fix  this  we  will  use  the  Simplify  Curves  add-­‐on.  Go  to  File  >  User  Preferences  and  then  Add-­‐ons.  Go  to  the  Add  Curve  category  and   then   find   the  Add   Curve:   Simplify   Curves   add-­‐on   and  enable   it   using   the   tick  box.    

 

Now   close   the   User   Preferences   Window,   go  back   to   the  3D  viewport  and  with   the  cube  still  selected   hit   Space.   In   the   search   menu   that  comes   up   type:   simplify   curves   to   access   the  add-­‐on.   It   now   should   be   visible   on   your   Tool  Shelf  on  the  left  of  the  3D  viewport  (if  you  can’t  see  the  Tool  Shelf  hit  T).    

Hover   over   the   Error   field   and   increase   the  default  value  of  0.  The  more  you  increase  it  the  more   you   simplify   your   curves,   reducing   the  control  points  and  making  them  easier  to  handle.    

 

                 

Animating  Materials  

Having  an  understanding  of  animation  basics  allows  us  to  look  at  some  of  the  other  things   that  can  be  animated   in  Blender  besides  movement,   rotation  and  size  of  an  object.  It  is  also  possible  to  animate  among  other  things  Materials,  Textures,  Lamps  and  World  settings.  

Let's  start  by  animating  the  material  of  an  object.  

Open  up   a   new   scene   in  Blender.  We  are   again   going   to   insert   key   frames  on   the  Timeline   similarly   as   before,  making   the   color   of   our   cube  object   change  between  frames.  

For  the  first  frame  we  will  use  the  default  gray  color  so  no  need  to  change  it.  Make  sure   you   are   in   frame   1   and   then   hover   over   the   diffuse   color   button   on   the  Materials  tab  and  click  the  right  mouse  button!  From  the  menu  that  comes  up  select  Add   keyframes.   Change   to   frame   50   on   the   timeline   and   change   the   color   of   the  material   to   red.   Then   hover   over   the   diffuse  button   again   and   right   mouse   button   >   Add  keyframes.   You   can   keep   adding   frames   then  same  way…  

If  you  now  go  back   to   frame  one  and  play   the  animation   (Alt+A)   you   will   see   the   color  changing  as  the  frames  progress.  

Note  that  there  are  other  material  settings  you  can  animate  like  the  Alpha,  Specular,  Halo  size  etc.  but  some  of  them  may  not  be  visible  in  the  3D  viewport  and  you  may  need  to  render  out  the  animation  to  see  how  they  affect  the  scene.    

Finally   notice   the   Graph  Editor   on   the   right.   Now   a  Material   graph   is   being  displayed   for   the   cube,  which  you  can  open  and  see  all   the   settings   you   applied  as   well   as   manipulate   the  curves.    

 

If   you   can’t   see   this   you  will   need   to   set   the   buttons   at   the   bottom   of   the   graph  editor  window  header  to  display  material  keys.  Given  all  the  keys  are  activated  you  should  be  able  to  see  the  animation  data  visualization  for  all  types  of  properties:  

 

 

 

Animating  the  Camera  Lens  

Similarly  as  before  we  will  also  animate  the  camera  lens  and  position  to  demonstrate  how   other   properties   than   the   object’s   location,   rotation   and   scaling   can   be  animated  in  Blender.    

Again  we  will  start  a  new  .blend  and  select  the  camera.  Then  go  to  Camera  View  (0  on   the   NumPad)   to   make   sure   we   see   from   the   camera   angle   and   control   this  animation  better.  With  the  camera  selected  hover  over  the  camera  Object  Data  on  the  Properties.    

 

We  are  interested  in  the  Focal  Length  (zoom  of  the  camera  lens)  and  the  X,  Y  Shift  values  (to  position  the  lens  on  the  X  and  Y  axis).    

For  the  first  frame  we  will   leave  the  defaults.  Make  sure  you  are  on  frame  1  hover  over  Focal  Length  and  right  mouse  button  >  Add  Keyframes.  Then  hover  over  the  X  Shift  and   again   right   mouse   button   >   Add  Keyframe.    

Then   progress   to   the   next   frame   of   the  animation,   e.g.   50,   hover   over   the   Focal  Length  and   increase   the  value.  You  will   see  the  camera  zooming  in  the  object.  When  happy  right  mouse  button  over  it  and  >  Add  

Keyframes.   Similarly,   still   on  frame   50,   hover   over   the   X  Shift   and   change   the   value   to  reposition   the   camera   and  when   happy   right   mouse  button   and   Add   Keyframe.  Continue   for   the   length   of  frames  you  want…  

Finally  note   the   camera   graphs   that  have  been  added   to   the  Graph   Editor   for   the  camera  properties’  animation:  

 Remember  that  in  Blender  a  variety  of  objects  and  data  can  be  animated.  We  have  seen  two  examples  for  materials  and  the  camera  but  there  are  other  exciting  thins  you  can  do  to  make  your  animations  reach  and  interesting,  among  which  to  animate  the  Spot  (Energy,  Spot  Size,  Angle),  the  World  (Zenith,  Horizon,  Stars),  Textures  etc.  Keep  experimenting  and  practicing!      

   Camera  Tracking  

Blender  Constraints  are  provided  to  help  with  animation.  

There  are  times  during  an  animation  you  want  to  constrain  or  follow  a  certain  object  in  your  scene.   In   this  case  you  need  to  keep  the  camera   focused  on  an  object  and  therefore  use  the  Track  To  constraint.  The  tracking  constraint  is  useful  in  animating  by  saving  you  a  lot  of  time  and  frustration  trying  to  place  location  and  rotation  keys  on  the  camera   in  an  effort  to  try  to  keep  your   target   centered.   When   used   in  conjunction  with  Paths  (discussed  below),  you   can   create   very   smooth   animation  paths.    

To   set   up   a   simple   camera  tracking  constraint,   select   the   camera  first,   then   the  target  while  holding  down  Shift.   Press  Ctrl-­‐T   and   select   Track   To  Constraint.    

[…Sometimes  it’s  convenient  to  target  an  Empty  object.  This  allows  you  to  move  your  target  around  in  your  scene  so  the  camera  can  focus  on  one  object  for  a  while,  then  move  to  something  else  by  moving  the  target  in  that  direction…]  

 

Follow  Path  

Sometimes  you  need  to  have  an  object   flow  along  a  smooth  path   in  an  animation.  Paths  are   found   in  the  same  Add  menu  as  Meshes  and  Curves  and  can  be  used  to  create  animation  paths  for  your  models  or  camera  to  follow.  

Your  first  step  is  to  create  a  path.  Any  type  of  Curve  in  the  Add  menu  can  be  used  as  a  path,  but  let’s  use  the  Path  option.  Hit  the  Shift-­‐A,  select  Add  >  Curve,  then  Path.  You  will   then  get  a  path  on  your  screen.  Enter  Edit  mode  and  you  will  see  several  points  and  arrows   pointing   the   direction   of   the   path.   You   will  

also  see  some  options  in  the  Tool  Shelf  related  to  the  path,  including  Switch  Direction,  which  is  useful  if  you  shape   the   path   in   the   wrong   direction   and   find   out  after   you   place   the   camera   on   it.   Shape   the   path   as  desired,   add   more   vertices   through   Subdivide   if  necessary  and  exit  Edit  mode.  You  can  also  select  an  end  point  and  use  E  to  Extrude.  

To   get   the   camera,   object   or   lamp   to   follow   the   path   we’ll   create   a   Child-­‐Parent  relationship  between  them.  Select  the  object  first,  then  the  path  (the  parent).  With  both   objects   selected,   press   Ctrl-­‐P   to   make   a   parent.  You’ll  see  several  options-­‐  select  the  Follow  Path  option.  You  will  see  a  dashed  line  between  the  2  objects.    

Press  Alt-­‐A  to  see  the  animation  along  the  path.  In  order  to   get   the   object   exactly   placed   on   the   line,  move   the  object   and   place   it.   Rotate   the   object   to   point   in   the  correct   direction   as   well.   Right   now   the   object’s  animation   is   exactly   100   frames   long.   To   change   this  (and  thus  affect  the  speed  of  the  motion),  make  sure  the  path   is   selected   and   go   to   the   Object   Data   buttons.  Here’s  what  you  see:  

Frames:  Adjust  the  time  it  takes  to  traverse  the  path.  

Follow:  If  selected,  the  object  will  rotate  as  it  follows  the  path.   If   not   selected,   the   object   will   follow,   but   not  curve.  

Sometimes  you  don’t  want  the  camera  to  follow  along   the  path,  but   look  at  an  object  as   it   flows  along  the  path.  This  is  where  you  would  want  to  use  the  Path,  but  not  the  Follow  option.  Instead,  you   would   put   a   Track   To   constraint   on   the  camera  so  it  looks  toward  an  object  (empty)  as  it  moves  along  the  path.  

 

 

REMEMBER…  

You  can  close  a  path  to  make  it  a  continuous  loop.  While  in  Edit  mode,  select  the  2  end  point  and  press  F  to  fill  the  object.  The  path  will  now  be  closed.