motion path editing in Blender: why does it feel like an afterthought

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Coming from Maya a few years back, I made peace with most of Blender's differences. The graph editor, the NLA editor, the action system. Different, but workable. But motion path visualization and editing is still the one that actively makes my life worse every time I need to do an arc cleanup pass.

In Maya, motion paths were interactive. You could see the arc, click on it, tweak a point, and the viewport updated in real time. Not perfect, but genuinely useful for polish. In Blender, you can display motion paths. That's about it. Any actual editing still happens in the graph editor, and you're toggling path display on and off to check whether your adjustment even helped.

The workflow I've been stuck with:

  • Enable motion paths for the bone, calculate
  • Go into graph editor, adjust F-curves
  • Manually recalculate paths (they don't auto-update)
  • Look at viewport, hate what you see
  • Repeat indefinitely

The recalculation isn't instant either. I've timed it at 2–4 seconds per pass on a character with 60+ bones. An arc polish pass might take 50+ iterations, so that's a lot of staring at a progress bar.

I've looked at bpy.ops.pose.paths_update() and started sketching a script that hooks recalculation into a depsgraph update handler, but I'm not confident you can do this without causing feedback loops or just hammering the CPU every frame.

Is this something people have a working solution for, or is arc cleanup just not really a thing in Blender workflows? Genuinely want to know if I'm missing something obvious. Addons, workarounds, custom scripts, anything. It feels like a fundamental polish tool that's just absent.

Moonjump
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