04-11-2017, 05:29 PM
*DESPERATE BUMP*
Please, if someone here has these actions, I would very much appreciate it if you'd email them to me!
If you look at this page, it clearly shows 'CurvyMoveAlongSpline' as an included action, but it did not come with the download:
http://docs.fluffyunderware.com/curvy/pmcurvy.html
GameObject - the object you want to move
Spline - the spline to use
Approximate Position - whether the position should be taken from a lineary interpolated cache value or calculated precisely
Initial Position - the initial TF value
Position - let's you input a TF value. This is optional, as the action keeps track of it's TF internally
Move by world units - if checked Speed will refer to world units instead of TF
Speed - the speed either relative (TF) or absolute (world units)
Clamping - what to do if the object reach the spline's end
Set Orientation - check to align the object to the spline (transform.up of the object will be aligned to the spline's Up-Vector)
Store Result - let's you store the new TF value
Please, if someone here has these actions, I would very much appreciate it if you'd email them to me!
If you look at this page, it clearly shows 'CurvyMoveAlongSpline' as an included action, but it did not come with the download:
http://docs.fluffyunderware.com/curvy/pmcurvy.html
GameObject - the object you want to move
Spline - the spline to use
Approximate Position - whether the position should be taken from a lineary interpolated cache value or calculated precisely
Initial Position - the initial TF value
Position - let's you input a TF value. This is optional, as the action keeps track of it's TF internally
Move by world units - if checked Speed will refer to world units instead of TF
Speed - the speed either relative (TF) or absolute (world units)
Clamping - what to do if the object reach the spline's end
Set Orientation - check to align the object to the spline (transform.up of the object will be aligned to the spline's Up-Vector)
Store Result - let's you store the new TF value