is there a way to make a full twist in blender path

i have a path that is joined in a loop but i want to add a 360 degree twist, but when you rotate a vertex point on the path past 360 degree it just keeps rotating more, i need a way to not let it rotate back after the twist is this posible.

thanks

I’m not totally clear on what you want. It sounds like you want something following the path to do a “barrel roll.” If that is correct, then I think I know your problem. You have already created the path, and are now modifying it. You have to remember that 360 is not the same as 0 in many cases, specifically involving animations. So if one point has the 360, and the next has the ‘0’ because that is what it originally was, then the object will do a 360 turn back from 360 to 0 between those 2 points. So, you need to make all the remaining points be at the 360 angle as well.

Note that this may well cause you not to be able to do this as a full loop, because the first/last point is going to be at angle 0 while the ones before it would be at 360 having done the barrel roll. There are ways to fix it though. It depends on exactly what the final result for this is going to be, as in is it going to be used for transform animations for Unity, or exactly what? The likely easiest way is to forget doing the barrel roll as part of the path, and do it as a separate animation. The path would control the position and the general rotation of the thing so it points in the direction it is going. And you would animate a local transform of the object doing the barrel roll.

Another thing to consider, even using the above method, if you intend on having this animation loop(as opposed to just one run through), is that even with the separate animation, it is eventually going to want to go from 360 to 0. But, if you have it separate, and the loop isn’t going to change, you can just make the animation curve stay where it is, and continuously go up, as in the second round, go from 360 to 720. In fact, the curve editor in Blender will let you do that in an automatic fashion. That bit of idea won’t work with the path though, which is why it is a good idea to do the barrel roll separate.

If I had more information about what exactly you are doing, I could give better advice. The above is all based on my assumption that it is the “barrel roll” you are looking for.

you are correct in what i needed, so would it be possible to remove a portion of the path rotate one of the vertex then rejoin the 2 points again so that there would be no roll backwards after the roll

I don’t think it will be possible like that, because all of the points after have 0 degrees rotation, while after the roll you will need them to have 360. If you do it with an animation curve, you can force it to snap from 360 to 0 in a single frame, so you would never see it going between 360 and 0, but I don’t that will work very well using the follow curve modifier(which I believe is what you are doing). You might be able to place 2 path points really close together where one is 360 and the second is 0, but I can’t guarantee how well that will work, though the theory is that it should if the distance is covered within a single frame. However, using the curve editor, I can guarantee that it would work.

thanks for the help,blender is quite a steep learning curve…