Progessive spline with smooth at the ends
Hi,
I made a little script to make roads slopes references.
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] ) ) updateShape aaa )---undo
Attachment | Size |
---|---|
script1.jpg | 73.88 KB |
Comments
Thanks for your
Thanks for your interrest.
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?