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Parallel Splines
#6
(01-28-2020, 10:43 AM)ATHellboy Wrote: About Offset feature how can it be same as mine ? Because I try to use it but no success. It is good on Y axis but by changing Offset Angle I don't find good angle for changing in X axis.
You are right, there are not the same. Yours translates in an axis relative to the moved object, mine translates in an axis relative to the spline.

(01-28-2020, 10:43 AM)ATHellboy Wrote: I didn't understand why I should use Path Relative Translation ? As I see it just translate the mesh.
You can use it to have a translated path not to be used for the mesh extrusion, but as an input to a Path Controller

(01-28-2020, 10:43 AM)ATHellboy Wrote: I think I did the same thing. There are 2 roads, one is a main one another is the one at the right side of the main one which has 2 connection with the main one. Then at the connection points I check that ControlPointMetaData to see what offsets are supported by that control point and according to the current player offset I change spline. (I tried to use SwtichTo but it was confusing for me so I decided to change the spline directly). Do you think it is same as you ?
It's not the same, but yours answers more directly your needs, so I think you should stick with it. Curvy comes with a lot of pre-made solutions, but it is always best that users make their own specific solutions using the API.
Please consider leaving a review for Curvy. This will help a lot keeping Curvy relevant in the eyes of the Asset Store algorithm.
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Messages In This Thread
Parallel Splines - by ATHellboy - 01-25-2020, 10:25 AM
RE: Parallel Splines - by ATHellboy - 01-25-2020, 02:34 PM
RE: Parallel Splines - by _Aka_ - 01-28-2020, 09:44 AM
RE: Parallel Splines - by ATHellboy - 01-28-2020, 10:43 AM
RE: Parallel Splines - by _Aka_ - 01-28-2020, 03:36 PM
RE: Parallel Splines - by _Aka_ - 01-28-2020, 09:54 AM

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