What would be the best way to duplicate a spline with an offset? (as seen in the attachment).
I managed to spawn meshes with an offset (through generators), but I'd like to offset the spline itself without rasterizing it.
When selecting all the spline points and scaling them unfortunately doesn't have the wanted effect.
There is no out of the box function that performs that type of duplication. However, you can create one by writing a script that:
- iterates through all the Control Points from the source spline
- for each CP, compute the position of the CP for the duplicated spline by translating the source position along the desired direction (perpendicular to the spline tangent)
- create destination CPs with the computed positions
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In the attachment you can see the yellow line representing the perpendicular. But I'm expecting a vector more like the purple one.
Am I doing something wrong to calculate the perpendicular? Or am I misinterpreting what the tangent actually is?
(02-05-2026, 09:33 AM)Kapistijn Wrote: Unfortunately defining the space doesn't seem to affect the outcome.
You are right. This is because of a bug I just discovered. The issue was introduced in version 8.10.0, and made the method ignore the second parameter in most cases. Sorry about this bug.
For now, please use the following definition of worldTangent to avoid the issue: