QUOTE(Segmoria @ 08/26/05, 11:47 AM)
So you say there is an another way to do this?
Yes and it actualy makes everyhing even simpler, there are 2 was for you to think yourself out of this situation...
in terms of stacking animation on top of eachother:
A ) Fisrt think in terms of bone structure animate it. Then attach the BOUND surface to the path anim and use a flow path to make the object deform along the curve. now if you animate the fiish wigling it wiggles along the curve. This works well if the arc is big enough.
B ) make a separate spline thats the spline your fish spine gets attached to Now attach this SPLINE and only the spline to your path anim And apply a flow path on top of the curve. NOW your free to manipulate the points that compromoise of the spline within the path anim tunnel. (this is a bit better solution but also MUCH more confusing to set up)
theres a few variations on both of theese themes.
NOTE in both above techniques you need to adjust the fffd base to avcomodate the movemment of your anim.
Then theres the hadcore methood wiich uses blen keyframe nodes to manipulate the incomming connections so that you can feed a keyframe summed with the spline connections, NOTE a bit depending on your maya version this mifht be straightforward and optimal or pure hell.
Again theres a few variation son this theme too. Some of wich includes extra transform in between joints.