Galen Beals,
You stated: “What I want is a tangent handle to adjust the curve and a handle on the curve to adjust the timing. Does anyone else feel this way too?”
I’ve seen this feature and I am not convinced it is very useful. I can see how on the surface it looks impressive, but I am not sure what use having a graphic handle on a tragectory would be except in the most basic animations.
On any curve you may have any number of things that need to happen on the same point. Just making a character plant their foot would require some kind of pause, and how would you say move backwards? A graphics handle will have to become more complex than any other method if it is to have the same flexibility.
You also state:
“At this point the accepted method for getting around this idiotic issue is just to keep shaping the curve with extra “breakdown” keyframes.”
Using the U parameter of a 3D curve to control timing is 70’s technnology. Perhaps I am misunderstanding you, but to me this would be a step backwards against any other method.
In the end path constraints seem to be the best way to control timing and position on a tragectory. Also let me stress that I am puzzled why anyone would try to do character work with tragectories. I could see turning on ghosting with trails, but to actually use 3D paths to control a character’s limbs, just doesn’t make sense to me when you factor in timing.
Just my two cents.
Ohmanoggin



