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> I should also note that, if your objects are at somewhere like:
> Spline(0),Spline(1),Spline(2),...etc Jim's code will work a treat as each
> object should point exactly at the next. If they are less evenly
> distributed, then you'll have to use something like mine which just points
> along the curve, rather than at the next object.
>
Yes, that is what I had in mind. I guess what I usually do
is Loop to total
spline ( count / total ) - spline ( (count - 1)/total )
increment count
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