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I have an object animated to move and want to create a thin trail of its path behind it as it moves. It needs to be really long as I may have to run the animation out for 1000's of frames.
Option 1: I can attach an nParticle emitter to it - this works just fine but gets really slow the longer it runs, and would be a pain to cache it all for rendering, etc.
Option 2: I can create a curve for the path and use a sweep mesh, using a partial offset curve to trim the path. I attach the object to the trimmed path as a motion path and set its position along the path to 1 so it stays at the head of the curve. This also works - but the offset curve gets VERY slow once more than about half the curve is revealed. Near the end it takes 10's of seconds to evaluate every frame.
Option 3: Create a nurbs circle and do a partial extrude along the path. For some reason animating the max value of the path subCurve does not have the same performance problems that offset path does, BUT I can't seem to connect the object to the path subCurve path so can't move the object along the head of the curve.
Using Maya 2022 and 2023, both seem to be about the same with the same performance issues.
Any ideas for a better way to accomplish this? Either option 1 or 2 would work fine on a shorter animation/path - but become too cumbersome on a really long animation.
Solved! Go to Solution.