@will erm… did I say 3@rot….? 😑 I meant 3@transform. Sorry, I suck Take a look at this file and see if it helps. The first input in the switch is a reworking of what you had, with the ‘amount’ taken from the points progress along the path rather than the parm. One of the benefits of this setup is that we don’t have to recompute things on the path on each frame 😃 However the hitch comes (as ever) with interpolating the transforms, and you’ll see the wheel shrink and grow as it moves, this is because the carve sop is doing an icky lerping of matrices. Increase the resolution of the curve and this will diminish. The second input is a way around this. Instead we let the carve sop lerp vectors and floats only – which we then use to build the transform like we did before. But this time maketransform() is cleaning up the mess for us and we get a much more stable result (even with a low res input curve)
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191402/07/19/wheel_turn_flipping_edit.hiplc