Announcement

Collapse
No announcement yet.

Spline component has not the correct shape according to Tangent(s) place(s)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Spline component has not the correct shape according to Tangent(s) place(s)

    Hi all,

    Why is that spline component has not the correct shape according to Tangent(s) place(s) ?



    Is it possible for Epic games developpers to change the shape of a spline component according to the tangent(s) location ?

    I used a workaround by multiplying the tangent (local to spline point) by 1.8, the curve is perfect BUT the issue occurs when i split my tangent in two (my project is a road editor), i get spline 1 and spline 2 with perfect mathematically placed tangent 1 and tangent 2. The issue is that even with the so called optimal 1.8 factor the more the road is bent, the less spline 1 and spli_ne 2 shape match the initial spline.

    So it would simplify things so much if with no need to add a factor to local spline tangent, the shape would be normal like in photoshop, because even when splitting spline the shapes would match perfectly the original spline

    Dear Epic games staff, could you fix it ?

    #2
    I am no expert on PhotoShop or UE4, but...

    There are lots of different kinds of splines. Apparently, PhotoShop is using one type, UE4 another.

    The Math gets hairy real quick. Take a look at this page:

    https://en.wikipedia.org/wiki/B%C3%A9zier_curve

    B├ęzier curves are just one the many types of splines out there.

    You might want to try and find out what kind of splines UE4 and PS use.

    Comment

    Working...
    X