# Overview

Build spline shortest paths between two set of points over polygon edges.

Path constructing might be controlled by Fields falloff.

Build spline shortest paths between two set of points over polygon edges.

Path constructing might be controlled by Fields falloff.

Time update geometry update dependency.

Default option to work with. In most cases geometry rebuilds on frame update.

Enforces to rebuild geometry at each frame update.

Restrict to rebuild geometry only in case of frame update.

If object is provided here then it and all its subtree would be used as the source of splines instead of generator's own children sub-tree.

Enabled — Source object would be hidden from both render and viewport.

Due to Cinema4D specific issues, this approach is worse than just hide object by deactivating source object's native Viewport Visibility and Render Visibility.

Geometry's generating space

Geometry is generating in local space of the generator, so it would depend to Edge Path Finder object transform.

Geometry is generating in world space, so it would be independent of Edge Path Finder object transform.

Handle source spline(s) controls points.

Original spline knots are taken as the source.

Same as having or making spline editable with the least points and point-tangents.

Source spline deformations are missed in that case.

Final source representation (linear spline for spline object) is taken as the source.

Same as applying Current State to Object to the source geometry.

In some cases this method doesn't give proper shape if dynamics is applied to the source geometry.

Final source representation (linear spline for spline object) is taken as the source.

This method is faster than **Points** and allows to get final representation of the source geometry with applied dynamics transformations.

Usually it's required to drop source into Object field and put generator lower than the source object in the Object Manager because of Cinema4D's internal calculation order.

Gives source geometry same to Cinema4D's Current State to Object command.

In some cases this method doesn't give proper shape if dynamics is applied to the source geometry.

This method is faster than **Classic** and allows to get final representation of the source geometry with applied dynamics transformations.

Usually it's required to drop source into Object field and put generator lower than the source object in the Object Manager because of Cinema4D's internal calculation order.

Initially each start point build one shortest path to each end point.

This option handle different shortest paths intersections.

Intersections are not calculated. Fast.

Remove longer path of the each intersected pair. Slower.

Clip ending of longer path of the each intersected pair. Slowest.

From each start point builds path tree to every end point.

This option handle tree segments.

Each branch renders at full length from the start to the end.

Longest branch has full length. Shorter branches renders somewhere from the middle to the end.

Defines method to choose corresponding control points.

Control points chosen randomly from the source geometry.

Control points chosen from the provided Selection tag.

Control points chosen by the Field falloff.

Effective if **Random** mode is chosen.

Control points amount.

Effective if **Random** mode is chosen.

Random seed.

Effective if **Selection** mode is chosen.

Selection tag.

Effective if **Field** mode is chosen.

Separate Falloff setting.

Affect cases when single path is chosen between equal length paths.

Minimal segment point count to be rendered.

Enables **Min Seg. Pts** filter.

Maximum segment point count to be rendered.

Enables **Max Seg. Pts** filter.

Minimal segment length to be rendered.

Enables **Min Length** filter.

Maximum segment length to be rendered.

Enables **Max Length** filter.

Limits maximum start points.

Enables **Max Starts** filter.

Limits maximum end points.

Enables **Max Ends** filter.

Spline properties

This simplest of all the spline types connects the vertices, which define the polygon, with straight, directly connected lines. You can use these splines to create angular objects or to simulate sharp jerky movements for animation.

This kind of spline has a soft curve between vertices. The interpolated curve passes directly through the vertices. Looking at the two points at the top right of the diagram, you can see that the curve bulges more than is probably required. This behavior is called overshooting, and it often appears with closed curvatures. This becomes clearer when you compare this section of the curve with the same section of the curve with Akima interpolation.

This spline type creates a soft curve between vertices. The interpolated curve always passes directly through the vertices. Overshooting does not happen with this type of curve. Akima interpolation adheres very closely to the path of the curve directly between the vertices but, because of this, it can sometimes appear somewhat hard. If this is not required, you should use Cubic interpolation.

This kind of spline also creates a soft curve between the vertices. However, the curve does not pass directly through the vertices. This produces a very smooth curve. The vertices control only the approximate path of the curve. Distant points have less influence on the curve than those lying closer together.

This spline type creates a soft curve path between the vertices, which can be controlled very precisely. The interpolated curve always passes through the vertices. Overshoot does not happen.

Each spline segment can be closed or open. If a spline is closed, the start and end points are seamless connected.

Makes spline segments open ending.

Makes spline segments closed.

Makes spline segments open or closed depending of source(s).

If Closed is set as **Open** or **Auto** and there are closed source splines — additional point would be created after the original end point in place of the original start point

So while being open spline, it would look like closed spline.

Here you can define how the spline is further subdivided with intermediate points. This affects the number of subdivisions created when using the spline with Generator objects.

This method of interpolation locates points only at the vertices of a spline, using no additional intermediate points. You cannot enter values into the Number or Angle boxes. For B-splines, the vertices, and therefore points, might not be located on the spline curve.

This interpolation type first locates points at spline vertices. In the case of B-splines, points are located at positions on the spline curve closest to the spline vertices. Number (N) corresponds to the number of intermediate points between vertices. The points are positioned closer together on areas of the spline with more curvature.

You cannot enter values into the Angle box.

This interpolation subdivides the spline so that the distance between any two consecutive points, as measured along the spline curvature, is constant. One point is always located at the beginning vertex. For open splines, a point is also located at the ending vertex. Other points generally do not coincide with vertices.<

You cannot enter values into the Angle box.

This interpolation type sets intermediate points whenever the angle deviation of the curve is larger than the value given in Angle. The points of the resulting curve pass through the vertices. If a spline has several segments, then the value of Angle will apply to each segment.

The Adaptive method gives the best results in rendering, hence it is the default interpolation method.

You cannot enter values into the Number box.

Subdivided is similar to Adaptive. Additional intermediate points will be added until the intermediate segments are shorter than the defined Maximum Length, i.e., the point intervals will not necessarily be equal to the maximum length. Lower values will result in higher quality, along with the disadvantages of working with a high number of points - slower refresh times in the editor view, etc.

Fields falloff to control Edge Path Finder's render region.