12-14-2015, 06:20 PM
Yeah, I can bring some light in
The difference is that the SplineController's "RelativePosition" is actually TF, while the other Controllers (Path,Volume) as well as the Generator uses % due to the fact that a path inside CG don't need to come neccessarily from a spline.
I agree that this might be confusing, but my dilemma was that CurvySpline use TF allover the place (so did the old controllers), that's why I decided to leave it as is with the SplineController.
Perhaps we can add a mode to the SplineController to set position by % as well. Until that you can inherit a custom controller from SplineController and set the RelativePosition by percentage (using spline's length and Spline.DistanceToTF / TFToDistance).
The difference is that the SplineController's "RelativePosition" is actually TF, while the other Controllers (Path,Volume) as well as the Generator uses % due to the fact that a path inside CG don't need to come neccessarily from a spline.
I agree that this might be confusing, but my dilemma was that CurvySpline use TF allover the place (so did the old controllers), that's why I decided to leave it as is with the SplineController.
Perhaps we can add a mode to the SplineController to set position by % as well. Until that you can inherit a custom controller from SplineController and set the RelativePosition by percentage (using spline's length and Spline.DistanceToTF / TFToDistance).