I have been stuck on a chapter for a while now and I thought I might ask help on here.
I'm making a tree generator script for Maya (3D modelling software) with Python Tree in Maya viewport, and currently I want the branches to bend along their neighbors. For each branch class object I know:
- Its local and world rotation
- Its end and start point in local and world space.
- Its parent and children branches
- Indexes in 2D Array (Branches are generated per button press and the result list is being added to the sets list).
Based on the average children data and the parent data I want to add 1 In-between points to each curve that is being placed so that my branches bend nicely along their path. I would also have to pay attention to end and tip branches. To summarize my problem I made a little GIF for you. Provided GIF file
I'm looking for a mathematical implementation that I can easily translate to my project. My question is close to this solved problem, except that my problem would require a more manual implementation.