Documented Operators
Common Operator Info |

red=input yellow=b-spline green=convergent-spline blue=power

Without an input, the curve is currently a nearly straight line in Y, starting at origin.

For Basis interpolation, **Converge** can be used to coerce the curve
into passing through the control points while still retaining full continuity.
Otherwise, a Basis Spline will tend to shrink away from its control points.
The number of **Iterations** will limit how many adjustments can
be made towards a solution, stopping early whenever the path of the spline solution
can stay within the given **Threshold** away from the control points it passes.

For Bezier or Power interpolation, activating **Bisect** will impose a halfway point
between each incremental pair of input points.
The halfway point is placed at the proper matrix-square-root position (or Bezier equivalent)
but has a normal that is the simple average of the pair of input points.
This may encourage the result to better retain the character of any sharp turns.

Also for Bezier or Power interpolation, using **Blend**
will expand the influence to include input points outside the two adjacent points.
The **Blending** adjusts the amount of this influence.
This may help round out any tight corners,
but excessive blending may exaggerate the curvature.

The spacing of output points is determined by a **Method**
of either *Length* or *Count*.
With an input surface, this method determines whether to use
the **Segment Length** to directly set the spacing or to divide
the full length evenly along of specific number of **Segments**.
Without an input surface, both the length and count are used to create
a line along the Y axis, starting at the origin.
When using the segment length method on an input surface,
the **Tweak** option will try to adjust the length in order
to avoid having a noticably different length on the last segment.

A non-zero **Linearity** will cause the result to
be closer to a result of linear interpolation.
If **Linearity Attr In** (or **Out**)
matches a real point attribute on the input,
the linearity is altered by that attribute leading in
(or trailing out) of each input point.
The attribute linearity and the global linearity is combined
using the product of the additive inverses.

If **Min Dist Attr In** (or **Max**)
matches a real point attribute on the input,
the sum of lengths of the output segments created between each
input point and the preceding point is adjusted to
conform to the given minimum and/or maximum.

Turning on **Show Interpolation** can add visual
feedback of the interpolation process, where supported.

tested in Houdini and Maya

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