Sub-animation/extra-animation for objects?

Is there a way, to basically add an animation loop to a moving object?
Let’s say I have a bee, and I want it to go up and down while it goes on, and also be able to animate it to actually to go up and down as in flying patterns.

This would mean that I’d mean “relative” ipo keys. Since I need to move the object pivot/center point so the actual co-ordinates move, so I cannot do it with armatures, I think.

Why do I want to get the co-ordinates moving? Because then it creates an actual ipo, and I can adjust its speed (when the bee goes faster it goes up and down more often), as far as i know. Maybe I should control the bee’s actual location with armatures…

I’m actually doing something like tank tracks. It’s a curve and a cube parented to the curve displaying dupliverts, so I get the tracks.
I need to animate the tracks moving, which I can do easily if the tracks stay stationary, but when I want to move the tracks it get’s a bit more tricky. However it’s kinda too complicated to explain, maybe I’ll figure it out by my own.

All I basically need is relative ipos.

Relative IPOs are possible. Those are the ones dLocXYZ and dRotXYZ.

In Greybeard’s videotutorial on IPO curves he creates the movement he needs in absolute IPOs and then copies them into relative IPOs.

I believe that’s what you need.

Thanks :stuck_out_tongue:
I actually looked around in the ipo window for possible values that might somehow resemble something like additional location. I didn’t find one however. Thanks, I think this will do it. :stuck_out_tongue:

Note - This is tailor made for empties!

Make an empty - parent the bee to it (so the empty is the parent of the bee)

Make the bee move up and down with respect to the empty

Make the empty follow the path.

Yeah, that is one way, but without a path it’s not so easy.

Your armature bones are all relative to the root bone (usually the first bone you create) so if you move this, all other bones follow. In a typical animation you’d animate all the limbs to do their thing (walk, wave, nod, etc…) then animate the root bone to move around - up, down, along, etc - while all the other bones do their thing. Sometimes the root bone is part of the body (like a pelvic bone) and sometimes it’s just a separate bone used only for the purpose of controlling the whole armature.

Yes, it should be named BO:Root by default.

There are so many ways; another one is to have it flapping in one Action and going up and down in another, then blend the two as strips in the NLA Editor.

%<

I was trying to make this chain go ok.
http://koti.mbnet.fi/falgor/questroom/3d-anim/tracks.avi

Could you animate the flying, then use a path to make the bee follow, and set a “stride”?