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Volume Spots and Distance from generator
#1
Hi,

After placing volume spots via generator, is it possible to read the distance (or TF or whatever) of each spot placed? This via API.

Thanks!
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#2
Hi
The CGSpot struct does not store the tf or distance of the spot stored in it. It does store its position, which you can use in association with the input spline as follows: spline.GetNearestPointTF(spot.position)
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#3
Thanks, that worked, but other problems seem to arise. The tf/distance of the objects on each spline should all be the same, and they are not. They differ in, like, several percentages.
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#4
TF (and F) is not always proportional to distance. You can find more about this in here: https://curvyeditor.com/documentation/sp...tart#units

If you are using the API, unfortunatly CGPath.F is a relative distance and not an F value. This will be fixed in Curvy 8

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#5
Well, all the splines are identical (produced from the same prefab), except for position and rotation. And the generators are the same, too (except for position and rotation). So in theory, the placement of the objects along each spline should be identical, no? And if I use GeNearestPointTF(), shouldn't all corresponding objects on each spline have the same result? They didn't (unless I screwed up somewhere). For example, the last objects in each spline differed by a few percent.
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#6
(09-16-2021, 04:44 PM)topquarkone Wrote: Well, all the splines are identical (produced from the same prefab), except for position and rotation. And the generators are the same, too (except for position and rotation). So in theory, the placement of the objects along each spline should be identical, no?
You are right, my bad

(09-16-2021, 04:44 PM)topquarkone Wrote: And if I use GeNearestPointTF(), shouldn't all corresponding objects on each spline have the same result? They didn't (unless I screwed up somewhere). For example, the last objects in each spline differed by a few percent.
I can't find an explanation. Can you send a reproduction case please so I can see what's happening?
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