# 3ds max - Animation & Path constraints

**URL:** <https://forum.kirupa.com/t/3ds-max-animation-path-constraints/109366>\
**Category:** Uncategorized\
**Created:** [May 4, 2004, 10:20pm UTC](https://forum.kirupa.com/t/3ds-max-animation-path-constraints/109366 "2004-05-04T22:20:21Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![morse](https://avatars.discourse-cdn.com/v4/letter/m/bbce88/32.png) [@morse](https://forum.kirupa.com/u/morse)\
**Post date:** [May 4, 2004, 10:20pm UTC](https://forum.kirupa.com/t/3ds-max-animation-path-constraints/109366/1 "2004-05-04T22:20:21Z")

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I’m animating a camera moving through a house, fairly straightforward.

I built my spline, which is very long, and constrained the camera to it. I moved back and forth along the timeline and the camera moved just as I had intended. Next I key framed and rotated where I wanted the camera to rotate (around turns, panning around, etc). Everything looked good, so I started my render.

I watched the first frame come up to make sure it looked all right… and it didn’t. Check render settings. Everything is ok. Close render dialogue. I move back to frame zero, and my camera is at (0,0), instead of the beginning of the spline it’s constrained to. And now I can’t for the life of me figure out how to get it to start at the beginning of the spline. I can’t rebuild the spline, because that’d take too long and this project needs to be finished. I can’t delete the camera and create a new one, because I need all of the key frames I’ve made, and it’d take way to long to put all of those in again too.

What can I do? How can I reset the camera to follow the spline all the time, not just when it feels like it?
