01-20-2014, 01:41 PM
(01-20-2014, 09:26 AM)'FritsLyn' Wrote: Then, just so you are aware: Move by world units is not allways 100% steady, specially closer to spline segments very far apart.That's by design. CurvySpline.MoveBy (or setting "Use World Units" in custom actions) works by moving a small step, comparing distances and extrapolating that to move the desired length. It's fast and works without the need to actually precalculate length values, but the downside is that it can get inaccurate.
To overcome this, MoveByLengthFast() can be used, which actually works with cached length values (of course you'll need to set granularity to 20 or even higher, depending on your curve). There's not an option for this yet in the custom actions, but you can just change the custom action and replace MoveBy() with MoveByLengthFast().