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I'm trying to make a tube like the example in this thread, using a bezier curve and an empty to simulate the flow. Making a pumping tube Goal

I want to accomplish this using an empty with the follow path constraint, but most of the time that I do it, it acts like the empty is in the world's center and won't move at all. Not where the empty actually is Cast Setting I keep trying to do this over and over, and sometimes it will do it briefly, most of the time it will glitch out. It seems completely random with no logic to it at all. I've even made a fresh blend file and it still doesn't work at is should. Does anybody know what is going on?

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Zilego is a new contributor to this site. Take care in asking for clarification, commenting, and answering. Check out our Code of Conduct.
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  • $\begingroup$ unless I miss something it doesn't seem to work correctly with a curve, but you could array a cylinder along this curve and give the Cast modifier to this cylinder instead? $\endgroup$ Commented 21 hours ago
  • $\begingroup$ Tried the array idea, but it doesn't seem to want to follow the bends of the curve, but rather linearly in a single direction. Might not be doing it right though. $\endgroup$ Commented 17 hours ago
  • $\begingroup$ could you please share your latest attempt? $\endgroup$ Commented 17 hours ago

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It seems you cannot use the same curve object as the target tube as your path. To solve this, create a linked duplicate of the curve using Alt+D and use that linked copy as the Follow Path. Because the duplicate is linked, any edits you make to one curve will automatically sync with the other making it easy to adjust the path.

However, note that you cannot use the Bevel under the curve's Object Data Properties > Geometry > Bevel > Round > Depth, since this bevel setting is also linked and will affect both curves. So leave that at zero.

Instead, add a Curve to Tube Modifier to the linked duplicate to generate the tube without interfering with the original curve.

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    $\begingroup$ The linked duplicate solution is genius. It seems to work perfectly by using one as a proxy for the other. I think I could get away with keeping the Bevel though and just turning off the visibility of the curve that doesn't deform. Thanks for helping with this, this has been driving me crazy all day! $\endgroup$ Commented 17 hours ago
  • $\begingroup$ @Zilego happy I was able to help! $\endgroup$ Commented 17 hours ago
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  1. Increase the number of pipe polygons to make the deformation smooth.
  2. Add the Cust modifier for the pipe (the pipe and curve must have transformations applied): set the factor and radius parameters to the size of your empty sphere, and adjust the size parameter as desired; enable the "size from radius" and "use transform" options.
  3. Add the empty constrain "follow path," specify your curve as the target, and click on the "animate path" button.
  4. If the empty is not moving in the direction you want, or if you just want to manually create an animation, select the "fixed position" option in the "follow path" constrain and animate the factor parameter. Sorry, I forgot to mention that all objects must have the same origin position.
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Маргарита Максакова is a new contributor to this site. Take care in asking for clarification, commenting, and answering. Check out our Code of Conduct.
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  • $\begingroup$ These are the steps I've already taken, but the results are not as they should be as per the .blend file. $\endgroup$ Commented 17 hours ago
  • $\begingroup$ I have fixed the file, and I hope you are satisfied with the result. disk.yandex.com.am/client/disk/file $\endgroup$ Commented 16 hours ago
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    $\begingroup$ I converted your answer post which contained only a file link to a comment. Also, the file isn't accessible. It’s better to use blend-exchange.com instead. Also, please add this as an edit to your original answer. $\endgroup$ Commented 16 hours ago

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