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CurvySplineGroup trouble
#4
Sure, the relevant parts:

Internally we're having a discussion how to continue with SplineGroups in general, because we see no real use cases any more, but many problems:

- new SplineController doesn't work with SplineGroups, instead it uses connected splines
- making them behave like single splines is getting more and more complicated (event handling etc...)
- new CG doesn't work with SplineGroups at all

They were primarly introduced to split very large splines, i.e. to counter performance issues. But new features (updated caching system, Orientation anchors) made SplineGroups more or less obsolet for performance reasons. I'm interested in your opinion about SplineGroups and what specifically you use them for, so feel free to tell me your opinion.

My advice to your scenario: when you add tiles, just join/attach the tile's splines to your "master" spline and use that instead of adding the new splines to a group. If you're using dynamic orientation, set Orientation anchors at the end of the master spline. By doing so Curvy doesn't need to recalculate orientation of the whole spline. I doubt you'll get any performance problems with 2.0 then.

========================================
You can work with SplineGroups like in 1.61, no big changes there. But please note: starting with 2.0 all positions returned by splines or splinegroups are spline's local positions, not global like in Curvy 1.
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Messages In This Thread
CurvySplineGroup trouble - by thijsvn - 10-06-2015, 05:02 PM
RE: CurvySplineGroup trouble - by Jake - 10-06-2015, 05:52 PM
RE: CurvySplineGroup trouble - by drag_c - 01-26-2016, 06:07 PM
RE: CurvySplineGroup trouble - by Jake - 01-27-2016, 07:22 PM

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