vector p0 = point(@OpInput2, "P", 0); vector p1 = point(@OpInput2, "P", 1); vector p2 = point(@OpInput2, "P", 2); vector p3 = point(@OpInput2, "P", 3); float shift = fit(@ptnum, 0, 50, 0 , 1); float blend = smooth(0, 1, shift); float t = blend; float tt = pow(blend, 2); float ttt = pow(blend, 3); float u = 1-t; float uu = pow(u,2); float uuu = pow(u,3); vector B; B = uuu * p0; B += 3 * uu * t * p1; B += 3 * u * tt * p2; B += ttt * p3; @P = B;