Complex rides made easy

Just a news update from my Journal thread.
I have officially given up writing up my own script which produces interpolation curves from a 3D curve directly.
The math level required to pull it off was too much, in any case someone wrote a smaller script that did the same thing by "baking" an object to a curve, which is easier to handle.
So even though I have given up on my script, I am hacking together this newer script to work for us, and best of all you can use either NURBS or Bezier curves.
It has one minor flaw that I don't know or don't want to try and fix, when the work around hides the problem so well, so unfortunately you guys, the generated interpolation curves will have lots of points on them, I cannot change this while the bug exists.
I have also implement the speed curve which will allow you to manipulate this one curve to speed up, stop, slow down or reverse the animation on the curve.
This isn't limited to just another way of doing flybys, but you can, if you want, recreate the Amateria rollercoaster
In the case of the rolling ball, that would be a seperate object affected by itself with physics, and a chair with the avatar sitting on it part of a subworld, and the empty of the subworld using the ipo curves
It is possible, but I do not want to do it, to bake the curves with Blenders collada so that the speed IPO curve would generate proper curves based from physics
So going back to the Amatreia rollercoaster example, you will unfortunately have to edit the speed IPO curve manually by selecting the block in the IPO window, and move to specific frames and press "I" to key frame or put a control point on the speed IPO curve, and manipulate that in the edit mode of the IPO window, which works much in the same way as in 3D view.
Another thing is I will have to re write the tutorial on working with the script
You're all welcome to comment on it, and I hope to release the script real soon
I have officially given up writing up my own script which produces interpolation curves from a 3D curve directly.
The math level required to pull it off was too much, in any case someone wrote a smaller script that did the same thing by "baking" an object to a curve, which is easier to handle.
So even though I have given up on my script, I am hacking together this newer script to work for us, and best of all you can use either NURBS or Bezier curves.
It has one minor flaw that I don't know or don't want to try and fix, when the work around hides the problem so well, so unfortunately you guys, the generated interpolation curves will have lots of points on them, I cannot change this while the bug exists.
I have also implement the speed curve which will allow you to manipulate this one curve to speed up, stop, slow down or reverse the animation on the curve.
This isn't limited to just another way of doing flybys, but you can, if you want, recreate the Amateria rollercoaster
In the case of the rolling ball, that would be a seperate object affected by itself with physics, and a chair with the avatar sitting on it part of a subworld, and the empty of the subworld using the ipo curves
It is possible, but I do not want to do it, to bake the curves with Blenders collada so that the speed IPO curve would generate proper curves based from physics
So going back to the Amatreia rollercoaster example, you will unfortunately have to edit the speed IPO curve manually by selecting the block in the IPO window, and move to specific frames and press "I" to key frame or put a control point on the speed IPO curve, and manipulate that in the edit mode of the IPO window, which works much in the same way as in 3D view.
Another thing is I will have to re write the tutorial on working with the script
You're all welcome to comment on it, and I hope to release the script real soon