Home Game Development unity – What is supposed by Blender’s “Minimum” twist technique/how do I accurately calculate bezier curve twists?

unity – What is supposed by Blender’s “Minimum” twist technique/how do I accurately calculate bezier curve twists?

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unity – What is supposed by Blender’s “Minimum” twist technique/how do I accurately calculate bezier curve twists?

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I’m engaged on a bezier curve implementation in Unity. Until not too long ago, I had no want for roll (the objects that adopted the curve at all times stood upright) however I’ve since added a roll worth to every management level (0-360°, the identical approach roll is saved in Blender). I’m calculating rotation utilizing international up, which ends up in nasty twisting when going up/round loops. This is equal to Blender’s Z-Up twist technique; exporting my take a look at observe mannequin utilizing Z-Up demonstrates the very same drawback:

nasty loop twist

Any object that follows the observe flips round when it reaches these ugly twists/management factors. Blender additionally has a “Minimum” twist technique that produces significantly better outcomes:

nice loop

Does anybody know what Blender’s “Minimum” twist technique is/methods to reproduce it in Unity? I’d prefer to have roll calculated persistently between Blender and Unity.

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