The above is a brilliant visualisation! Thank you. The red bit is the actual forward vector of the rotation and it’s probably quite different from the original mesh’s rotation that you read manually and added to the array.
I think i don’t need to 1000 just a animation to simulate the ship moving to a port.
So we can come up with an easy manual method.
But if you have a method to get to 1000 splines, it really nice if you tell me just in case i need to use it later!!
Note how the rotation of the ship is different from the rotation of the forward vector of the spline point. This creates the illusion of the object predicting where it needs to turn ahead of time - as if a race car was drifting along a track.
And that’s what is being done above, we’re sampling the rotation 10% ahead of us and apply it instead of our current one.
this is fully automated
I did not need to place / rotate any meshes
I did not need to create an array of points / rotations
I placed the spline points in the world, adjusted some
and you can, of course, modify those points’ tangents to get the right feel for a particular turn
This 1.1 multiplication on its own is not ideal but it can be turned into a more clever algorithm that predicts proper turns. You could account for velocity for example.
Hello I just tested it.
And it work like a champ !!!
This is what a need for my situation to get the rotation at spline point.
I really appreciate your patient with a newbie like me.
Thank you!