I am engaged on a bezier curve implementation in Unity. Till not too long ago, I had no want for roll (the objects that adopted the curve all the time stood upright) however I’ve since added a roll worth to every management level (0-360°, the identical manner roll is saved in Blender). I am calculating rotation utilizing world up, which ends up in nasty twisting when going up/round loops. That is equal to Blender’s Z-Up twist technique; exporting my check monitor mannequin utilizing Z-Up demonstrates the very same drawback:
Any object that follows the monitor flips round when it reaches these ugly twists/management factors. Blender additionally has a “Minimal” twist technique that produces significantly better outcomes:
Does anybody know what Blender’s “Minimal” twist technique is/find out how to reproduce it in Unity? I would prefer to have roll calculated constantly between Blender and Unity.