i have a question i cant seem to answer myself even with googling and what not. Its a mathematical issue and i am definitely quite weak in math.
I hope i can describe it in a good way and dont screw up the terms etc.
So first of all when working with a straight line that is parallel to one axis (lets x in this case) i often resample points along that line and set them up to have a gradient
that goes from 0 to 1 to 0 to set up an even arc.
I saw that done in some tutorial in VOPs at some point and in a point wrangle i set it up like this:
float p = float(@ptnum)/(@numpt-1); // going from 0 to 1
p *= 2; // 0 to 2
p += -1; // -1 to 1
p *= p; // 1 to 0 to 1
p = 1-p; // 0 to 1 to 0
p *= ch(“amount”);
@P.z += p;
This gives me a nice arc! I dont know if there is a better way to do this, if so feel free to let me know.
Now this example works because the line is parallel to the x axis.
But in another scenario i had the line controlled by two different lines on each end of the curve (via bbox) so that the line i want to manipulate was not parallel to any axis.
So my question now is - how can i set up that i could still do the arc.
I hope i described the issue well enough! If not i could provide screenshots etc. once i get home
Also i would like to know if this is “advanced” math we are dealing with here or if this is fairly basic to most of you guys!
All the best and keep up the good work!


