Armature/Mesh on a Path

I’ve successfully modeled a couple characters, rigged them, and given them walking cycles with operating stride bones but I’ve run into a problem in animating them on paths:

I assigned the armature to follow the path, then assigned the mesh that’s affected by that armature to follow it was well. At first glance, this looked great. Then I noticed the eyeballs bulging out and poking back into the mesh as the stride bone worked and the character moved along the path.

My understanding of the problem is that, while the armature is moving along the path, varying it’s speed as dictated by the stride bone, the mesh being controlled by the armature is moving along at a constant speed. The eyes are parented to the head bone, thus slow with tthe armature while the mesh does not.

How do I fix this?

If needed, I can upload the blend file. Thanks for your time.

Only the armature should have the path constraint, the mesh follow the armature.

Now that you have the stride bone working, you might want to take a look at the “new” way of doing this. It’s much more powerful :

http://blenderartists.org/forum/showthread.php?t=81488

http://blenderartists.org/forum/showthread.php?t=89004

Mike

Right on. Thank you very much!