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[Solved] Mesh Follow Curve


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I'm experimenting with Babylon and currently I'm trying to get a mesh (box) to follow a curve I've created. This part I've managed by borrowing various examples, but what i'd like to do now is make sure the box is always "facing" the direction of movement as it goes along the path. I've tried a few techniques I've found here and elsewhere but I seem to be having trouble making it work.

Here's "my" code:


It's based on an example by @celian-garcia because I was planning on using TweenMax for this and some other animations I have in mind.

Once I can get the above working I will then parent a camera to the box and use this as a fly-by-wire animation for my final scene.


Would appreciate any help.


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After more study of your code I do not think there is any relationship between the position at tween.time(i) and p so position and orientation do not match 

tween.time(i); //jumps to the appropriate time in the tween, causing position.x and position.y to be updated accordingly.

var orientation = new BABYLON.Vector3.RotationFromAxis(normals[p], binormals[p], tangents[p]);

You need something like

var rotationTween = TweenLite.to(rotation, quantity, {?????????}); and a rotationTween.time(i); as well as tween.time(i);



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hey @SinhNQ thanks so much for this, a very nice update you've made there. Actually I couldn't get your version to run but I took the changes you made and put them in to mine and it looks great! I just now have to figure out how to make sure the camera - once parented to the box - looks in the correct direction and I'm just about there. Many thanks!

Latest version

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Not quite right, loses tracking on tight bend. You can see the camera is following a box through the tube.


Also by adding an s to http:// ensures everyone can load your file "https://cdnjs.cloudflare.com/ajax/libs/gsap/latest/TweenMax.min.js"


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  • Snouto changed the title to [Solved] Mesh Follow Curve

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