# Progessive spline with smooth at the ends

Hi,
Actually it make a linear z offset of each point to have a constant slope.
To simplify I use Normalize spline to have equal distance between knots.
But I would like to have a little smooth effect and the ends.
And of course I'm not able to do it...

```undo on(
aaa =\$
for cyc=1 to 100 do
(
LLL = getSegLengths aaa 1 cum: true byVertex:false
nb = LLL.count
LONGG = LLL[nb]
verts = numKnots aaa
DIFF = (getKnotPoint aaa 1 verts) - (getKnotPoint aaa 1 1)
kntb = getKnotPoint aaa 1 1
for i=2 to (verts - 1) do
(
knt = getKnotPoint aaa 1 i
pp1 = LLL[i-1]
SEC = ( DIFF.z * pp1)
setKnotPoint aaa 1 i [knt.x,knt.y,kntb.z + SEC]
)
)
)---undo```
AttachmentSize
script1.jpg73.88 KB

## Comment viewing options ### Thanks for your

When I'll have time I will try to use my script on the middle knots minus a z value and use other method for the x knots at the ends.... ### .

I'd create temporary spline with 4 bezier knots and then place initial points along it using interpCurve3D. bezier maths ### arrggghhh I was sure there

arrggghhh I was sure there were some maths here !!!! :-) ### .

I'm not sure that you can create such easeInOut function that the middle slope part remains straight, but this way it is a pure math solution.
easing function generator

What is your end goal btw? Slope mesh between the road and the terrain?