Dupliverts AND Curvedeformation-Modifier do always some smooth interpolation in the corners of the Curve.
But I need to cubes to be perpendicular to the segements (“edges”) of the Curve (it’s a straight line actually).
Does anyone else know how to do it ?
Why not break each section into a separate object and then do dupliverts. That way there are no corners. You can then make dupliverts real and join them back together if you need to.
I’m curious, how did you get the setup working like you have it in your first post? I seem to have the opposite problem… I can only get arrays along curves to be perpendicular to the curve and I’d like them straight up and down.
That’s a bit better, but it lacks the control I’m after.
I wonder, is there a way to use an array along a curve and limit the rotation on one or more axes? For example, the supports of a bridge will follow its 2D curves, but still remain perpendicular to the flat ground below (if that makes any sense).
If you untick Path animation follow then objects doesnt rotate at all. Or use Object constraints: Limit rotation.
And Riddler, Alain didnt use array and curve modifiers, he used Dupliframes.
Ok, but rotation constraint works invidually with Dupliframe objects. Curve modifier deforms objects so if you are after no deforms then try something else than curve modifier.