How would i go about smoothing a corner like the picture shows.
The yellow 1 and 2 is locatons and the red cricle is the corner between those two location
The blue line is the curve i want to archive, and the green circles is the points/location i want to get in order to make the curved line
If you take a look at the image, you can see somethings
The 1 and 2 numbers er locations/vectors
The red cricle is the corner i have in location that i already calculated
Now, what i am looking for is how i would go about smoothing the corners so it would match the blue line with the black
For visual purposes, imagine a line would go for vector 1 to vector 2 but with a smooth curve like that image shows
In my case i would love to know how i would go about calculating the green points showen in the image
Yes, I totally understand the concept. But is this just an ethereal vector calculation, or does it have a purpose, like a projectile path, or are you going to move something along the path, etc?
If you are asking what its for, its for nothing other then learnings purpose. Trying to recreate some sort of spline system that isn’t from unreal engine inhouse spline
It would be cool to use with procedural pipes and conveyor belts, maybe you can obtain it creating a regular spline with three points (start, corner, end), than adding two points at a fixed distance from the corner and at last remove the corner point (it should smooth the curve automatically), if you need other spline points you can add them later