Curve Follow Path Deformation

Hey guys, I want the array in a snake shape to follow the path, but I don’t want it to be deformed. I don’t want the cubes to be angled or change shape while moving, even though I applied scale to both the curve and the array, and I also added subdivisions to the array.

This is due to the nature of the curve, which causes the object to deform.
There will be no solution in this state.
Maybe you should use a geometry node. :thinking:

It is not clear if this will be a solution for geometry nodes as well.
I didn’t look for information that fits this topic.
However, geometry nodes allow more control.

Alright, will try that, thanks!

I tried using geometry nodes, but i don’t know how can i make the 2nd, 3rd… counts follow the first cube, in here the 2nd count was at the end of the curve, any ideas how to fix this?


image

Sorry I don’t know about geometry nodes in detail.
I don’t know the exact intention because of the lack of explanation. (Not an English speaker)

I think the attached video will help you, but please take a look. :thinking:

And the response to geometry nodes is a little slow.

Add…

The attached image is explained

The Resample Curve Node overrides the number of vertices.
https://docs.blender.org/manual/en/latest/modeling/geometry_nodes/curve/operations/resample_curve.html

The current vertex setting is in phase 2, which is located at the beginning and end.
The location can be moved using the Trim Curve.

https://docs.blender.org/manual/en/latest/modeling/geometry_nodes/curve/operations/trim_curve.html

or

is it possible to move points along curve normals (Geometry Nodes) - Blender Stack Exchange

Thanks for your reply, really appreciate it, sure I will take a look at it

I tried yesterday one approach, i guess i am on the right track, using the factor from the sample curve will make the cube from the start point to the end point, but now i need to add multiple cubes in an array and make them follow the cube, i didn’t figure out yet what am I missing,

Geometry nodes have complex nodes to meet the requirements.
You can refer to the attached video. Here is a description and example of the node.

And add geometry nodes to the category Support/Animation and Rigging for help :slightly_smiling_face:

I dont know how to turn this into snake, but personally i would start from something like that:

But simple sampling curve position would not work for corners since it will produce disconnections in shake body.
If end goal is just 1 animation, probably the fastest way to achieve this would be creating “full” snake, then simply dealing with each segment visibility to create illusion of motion.

Thank you guys I just saw the videos and they have the solution that i needed :smiling_face_with_three_hearts: