Hello everyone! As announced in my last post, I will go into more detail about why it is important that such a tool is supplemented.
And not only that, I believe I have found a potential misunderstanding in dealing with bezier curves.
The Problem
This is a simple front part that should have a dart inserted at the side.
Its two curves should meet four requirements:
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Be equally long
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Have the same angle at the bust
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The angles at the armhole seam combined are 180 degrees and follow the dart rotation unilaterally.
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Do not shift the start and end point.
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If we simply draw this, the following happens:
This violates the first rule (the curves are not equally long)
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The second attempt rotates the curve around the dart rotation.
Now the sides are the same length, but two new problems arise:
- The angle does not transition cleanly into the line
This becomes particularly clear in the pattern piece:
2. here no real 3D-rounding is created, but a simple plane due to the shape. It is the difference between the dart shape on the left and right:
In the end, this solution looks like this:
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The third attempt is a bit more elegant:
You can either shorten the curve that is too long
or extend the curve that is too short.
Here, too, problems arise:
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It changes the position. In this case, the bust width changes and thus the fit.
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depending on the measurement, sometimes the lower, but sometimes the upper is too short or too long; in short - it swappes. The construction cannot compensate for this and begins to break.
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For the curve that is shortened, the angle of the normal changes and thus the curve, tempering with the the fit.
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The Solution
The core problem is that due to the infinite number of curves, it could be quite difficult to find a suitable one. But that is only true as long as you have only undefined variables. And with limitations you can find it by brute-force, which is why I present two solutions!
Solution 1:
Define everything except one vector lenght:

This was my initial solution. As with a regular curve, you define where the curve begins and ends, the angle of the two vectors and the length of only one. Now you just have to find out what length the second one needs. This solution offers a lot of freedom and is more versatile than the second one. It is also suitable for use on sleeves or even combine it into splines. The main difference in appearance will occur, when the vektors change their role.
Thus I like the second suggestion even more:

here the lengths of both vectors are connected to a third variable (0-100%). It pushes them on the straight lines to the common intersection point proportionate to their maximum lenght. This assumes that there is an intersection. However, the result is significantly more elegant and the finished curve is quite similar to the original, if the original was also defined with a shared ratio. The application area is smaller than the first solution, but in this case, prettier in my opinion.
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The Math?
And now to the math problem that I believe I have found.
@Douglas recommended to me and others to use an approximation constant (approx. 0.55….) for the best possible transition, which, if I understood correctly, when multiplied by the straight line to the intersection point, forms the best possible curve. After long research, I could not validate this information.
The only source in which this number appears is a monography, in which it has the function of changing a curve with vectors that are 1. right-angled and 2. of equal length so that it resembles a quarter circle.
https://atps.tucn.ro/pdf/full_papers/2019-ATPS-NEAGOS.pdf
In every other context, I could neither find nor sustain this statement.
What does exist, however, are mathematical classifications of how well a curve is connected to another curve or a straight line. The categories of interpolation degrees are C0-Cn, or G0-Gn. In my opinion, only G1 and G2 are useful in the context of pattern construction. The C categories and everything from G3 onward either offer no advantage, or too many degrees of freedom are lost, since with increasing interpolation degree, the degrees of freedom decrease significantly. And even in this context, I could not find @Douglas ´s approximation constant, since the vector lengths necessary for their interpolation degree are calculated by deriving from the Bezier´s matrix and thus are individual to each curve/spline.
More precise details can be found in this wonderful video:
https://www.youtube.com/watch?v=jvPPXbo87ds&t=577s
(I can also recommend this one, in which Bezier curves are generally explained: https://www.youtube.com/watch?v=aVwxzDHniEw&t=1197s)
Im not sure what to do with this information. If looked into, it could potentially be a great abbreviation for curve/spline interpolation. (maybe the function to switch between G0, G1 and G3 curves)