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unity – What is supposed by Blender’s “Minimal” twist technique/how do I appropriately calculate bezier curve twists?


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:

nasty loop twist

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:

nice loop

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.

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