Does somebody know if it is possible to start an animation linear and let it end as a curve?
At the moment it only works (for me) if you edit the curves manual. But that is not accurate anymore if the model has moving parts.
Use more points to achieve the curve you are looking for?
Use a Follow-Path modifier on the object - Define the curve by using a straight line (extrude a single vertex) first, then “Spin” the last vertex around a centre point (cursor position) that will match the movement you require. Convert this to a curve (ALT-C Select “mesh to curve”), then add a Follow Path modifier to your mesh. Check the “Follow Curve” and “Constant Offset” options then keyframe your offset values against the timeline. The values will be between 0 (start of the curve) and 1 (end of the curve).
PS sorry I had to edit this post - finger trouble!
One last thing, If you use a Bezier curve for your keyframes with this setup, you can still accelerate and decelerate the object along the curve, so the motion is realistic.
I think I have a solution which is the most easy way I think.
I want to start the animation of my model at a constant speed. So I start rendering when the model is at constant speed. Not at frame 1, but at frame 400 or so. I only have to start the model animation at a different location. When I start the animation at frame 400 the model is at constant speed.
It sounds complex, but actually the simplest solutions are the best.
Thank you all. I have learned a little bit more.
Yes, I tried my idea and it looks perfect.