Yo @aFalcon … Bro Not ignored… Just not applicable …
First Thing… I use the Babylon Toolkit Editor Workflow. So most of the stuff i do is RE-IMPLEMENTING some kind of Unity Functionality for Babylon.
In this case… Its a Catmull Rom Waypoint system… For Catmull Rom style of control point placement… Rotation is not such a factor. Rotation of the control point may be be more of an issue using bezier or something else… But i am basically using Catmull with various resolutions.
Unity Shot of my Waypoint Manager component that uses native Unity Tooling and Gizmos to DRAW/EDIT waypoints and create catmull rom paths in between the control points… All done using the simple native unity api and workflow:
Resolution Count: 1
And my picture perfect re-production of the unity scene with control points and catmull rom calculated paths… All done using native BabylonJS code via BABYLON.ScriptComponents…
And Unity Shot with higher and smoother catmull rom path
Resolution Count: 20
And BabylonJS Reproduction:
Catmull Rom calculated paths only really give shit about positions… Rotations dont really matter in this case.
FYI… My WaypointManager script component ALSO tracking the original control point transforms. So i have access to the rotation for the control point. If i ever need it.
NOTE: My little chase rabbit LOOKS AT each control point position and TRANSLATES along the Z-Axis… That how i smoothly move the chase rabbit along the racing path. But again… The control points rotations are not needed here either.
But Bro… Please dont stop sharing