{{description>Discover Curvy Splines, a powerful Unity spline tool with dynamic orientation & swirl effects. Enhance your game design now!}} {{indexmenu_n>2}} ====== Curvy Spline Segment ====== ===== Reference ===== ==== General ==== ==Bake Orientation== //(Dynamic orientation only)// Enable to automatically set the transform's rotation to the calculated dynamic orientation. To set the rotation only once, disable this option and use the button below. ==Orientation Anchor== //(Dynamic [[curvyspline#Orientation]] only)// When enabled, this Control Point acts as an orientation "target" in dynamic [[curvyspline#Orientation]] mode. ==Swirl== //([[#Orientation Anchor]] only)// Using this option you can add a swirl to the current "anchor group". An Anchor group ranges from the current Control Point up to the next defined [[curvysplinesegment#Orientation Anchor]] (or the end). Options are: * **Segment** - swirl over each segment * **AnchorGroup** - swirl over the whole Anchor Group at a constant F distance * **AnchorGroupAbs** - swirl over the whole Anchor Group at a constant world unit distance ==Turns== //(Swirl only)// The number of 360-degree turns swirl should apply ==== Bezier Options==== //(Bezier splines only)// ==Auto Handles== If enabled, handle direction is automatically set to form a smooth curve ==Distance== //(Auto Handles only)// The handle length in % of the adjacent segment length to use when automatically placing handles ==Handle In== The incoming handle position in local coordinates ==Handle Out== The outgoing handle position in local coordinates ==== TCB Options==== //(TCB splines only)// ==Local Tension/Continuity/Bias== If enabled, individual TCB values are used instead of the values defined at the spline ==Synchronize TCB== If enabled, a single value is used for both start and end of a segment. If disabled, each side can be parametrized separately. ==Tension/Continuity/Bias== Individual TCB values ==== B-Spline Options==== //(B-Spline splines only)// ==Degree== The degree of the piecewise polynomial functions. Is in the range [2; control points count - 1] ==Clamped== Make the curve pass through the first and last control points by increasing the multiplicity of the first and last knots. In technical terms, when this parameter is true, the knot vector is [0, 0, ...,0, 1, 2, ..., N-1, N, N, ..., N]. When false, it is [0, 1, 2, ..., N-1, N] ==== Meta CG Options==== The following values are used by some [[..:generator:]] modules. The metadata component is created automatically by Curvy Splines ==MaterialID== The material ID of the segment. When using the [[documentation:generator:modules:shapeextrusion]] module, additional patches of vertices are being created for different Material IDs. Once you have defined different Material IDs, you can use the [[documentation:generator:modules:volumemesh#Add Material]] button in the [[documentation:generator:modules:volumemesh]] module to assign additional materials! ==Hard Edge== Determines if the Control Point forms a hard edge, i.e. an additional vertex will be created when using this spline as an extrusion shape. This is useful for proper lightmapping of sharp corners, e.g. if extruding rectangles

==Max Step Distance== The maximum distance in world units between two generated vertices of this segment. Used by some extrusion modules === Extended UV === Use this section to define UV's U for a cross section point. The spline can subdivided into different UV islands. An UV island is a range of UV coordinates that is not continuous to the previous or next UV island. == UVEdge == When this box is ticked, an UV island is created starting at this point. This means that this point will have two U coordinates: one used for the previous island (the one ending at this point), and one used for the next island (the one starting at this point). This feature is not expected to be used with closed splines. == Explicit U == When this box is ticked, the U value of this point can be set explicitly. This feature is not expected to be used with closed splines. == First U == The explicit value of U. By clicking on the button bellow it, you can set the U value of a point based on the U value of it's neighbors. == Second U == When this point is an UVEdge (on the edge of two islands), FirstU will define the U value being part of the first island (the one ending at this point), while Second U will define the U value being part of the second island (the one starting at this point)