Particle Emitter Using Follow Path Constraint Issue in Blender2.56

Blender Version: Blender 2.56 x64
OS: Windows 7 Home Premium 64 Bit

I’m creating some simple smoke trails for missiles where a particle emitter is following a path. The problem is that the particles are being emitted in clumps on whole frames and they are not being emitted in a continuous stream.

There are a handful of threads dealing with this issue in previous Blender Versions:
http://blenderartists.org/forum/showthread.php?t=135934
http://blenderartists.org/forum/showthread.php?t=161409

I set up my animation using a follow path constraint as suggested and in previous Blender versions(Prior to 2.5) this setup worked. However, it is not working in Blender 2.56

Then there is this thread talking about the cache step value, but that did not resolve the issue either:
http://blenderartists.org/forum/showthread.php?t=178380&highlight=Particles+Path+Follow

So I created a simple file in Blender 2.56 to demonstrate this issue. There are two emitters in this file. The left one is following a path and the right one is just key framed. The differences between the particles should be obvious. The two emitters are also identical.

It would appear that I cannot attach the Blender file because it is almost 4MB is size. As a result I have attached a screen capture and here is a link to download the file from one of my websites:

http://www.rockosoftware.com/Blender2_56_Path_Particles.blend

Thanks for any help you can provide.

Attachments


I’m not sure why your setup is not working, it might be a bug. However, if you remove the f-curve for the evaluation time for your path and instead animate the offset for your plane constraint it seems to work OK. You need to select the Fixed Position box in the constraint as well.

This is a confirmed bug: http://projects.blender.org/tracker/index.php?func=detail&aid=25385&group_id=9&atid=498

It’s on the todo and should be fixed for the 2.7 release in march.

It doesn’t only encounter with follow path but also with parent to curve, parent to empty + rotate, use a bone for movement of the emitter, curve deform any many more.

Current workaround: Set keyframes manually, don’t use the path.

What’s the status of a fix for the “Follow Path” constraint?

a work around to this might be possible, if I could figure out the work flow used to create pathjumper.blend.

Here is a possible work around:

  1. Set up scene with a top view, 3d cursor in view, timeline at 0 frame
  2. Info Panel menu - Add - Curve - Circle (BezierCircle or other curve name)
    a. scale or zoom as needed
  3. Info Panel menu - Add - Camera (Cam01 or any object)
  4. Property Panel - Object tab - Relations - Cam01 ( parent type = Object)
  5. Grab or Select the BezierCircle or other curve name
  6. Property Panel - Object Data tab - Path Animations (checked)
    a. set number of frames needed to complete the path, frames = 25
    b. Evaluation time should be at 0, left click Evaluation Time - Insert key frame at 0
    c. Scrub Timeline to 25,
    d. Scrub Evaluation Time = 25, left click Evaluation Time - Insert key frame at 25
  7. Run Animation. there is away to duplicate the pattern in the f-curve editor, but that’s a different post.