10-11-2016, 08:38 PM
After delving deeper into the issue, I clarified the problem and I hope the maintainers will help me solve it.
When pushing the object on a spline using Force, the force vector stays the same across the entire motion until a = 0. That means that on a right turn, your direction may be (-1, 0, 0) yet given that the force starts at (0, 0, 1), the force is in entirely the wrong direction and the object can't possibly stay on the spline.
The obvious work around is to have a subclass that would simulate pushing a force. Mainly, the subclass would only calculate the speed of an object pushed by F over delta time, and return only the velocity of the object. That velocity can be passed directly to a Spline/Volume controller.
Unfortunately, I do not have the familiarity with the internal CurvySpline doings to write this extension. Was wondering if the maintainers could think of an easy fix.
When pushing the object on a spline using Force, the force vector stays the same across the entire motion until a = 0. That means that on a right turn, your direction may be (-1, 0, 0) yet given that the force starts at (0, 0, 1), the force is in entirely the wrong direction and the object can't possibly stay on the spline.
The obvious work around is to have a subclass that would simulate pushing a force. Mainly, the subclass would only calculate the speed of an object pushed by F over delta time, and return only the velocity of the object. That velocity can be passed directly to a Spline/Volume controller.
Unfortunately, I do not have the familiarity with the internal CurvySpline doings to write this extension. Was wondering if the maintainers could think of an easy fix.