06-22-2026, 08:22 AM
I see. I think it is best not use, at least as a first step, the Curvy Generator for this. I suggest to make a script that computes the positions of P1 and P2, and then use them to define the orientation and position of each object. You can do this by using the CurvySpline methods (such as InterpolateByDistance).
Like you said, spline distance will differ from the linear distance. I am sure there is some math to do the equivalence, but for doing a search of the linear distance around the value of the spline distance (by sampling multiple points until reaching the one at the right linear distance) should to be too expensive. It could be a quick to implement solution.
One you have this solution, and if you see a need for it, you can translate that logic into a CGModule.
This is how I would have gone with it.
I hope this helped.
Like you said, spline distance will differ from the linear distance. I am sure there is some math to do the equivalence, but for doing a search of the linear distance around the value of the spline distance (by sampling multiple points until reaching the one at the right linear distance) should to be too expensive. It could be a quick to implement solution.
One you have this solution, and if you see a need for it, you can translate that logic into a CGModule.
This is how I would have gone with it.
I hope this helped.
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