How do I control the weight of the Center point in Beizer Curve?

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• I played around a bit with curves, and need a way to control how sharp the curve is at the center point. Is there any way I can control this?

Here's an example of what I've done so far.

I would like to control how sharp the curve is with Rational Beizer curve (i think it's called).

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• Maybe distance() between the offset point and the average of the two end points.

That won't work to get negative values however. I think the image is based on a cartesian graph with the zero points in the middle rather than top left.

• With weight to 0 the line is basically a lerp from point A > C ...

With weight 1. It's the regular qarp.

With weight 0.5, it's the average between the lerp and the qarp.

I could make a mix between a lerp and a quarp. Maybe a sin/cos can be used to control the influence of the qarp along the curve.

• If there's no y component you can just add a drag and drop sprite and use its x.

That will work as a "weight" of a sort.

• I tried something: 1drv.ms/u/s!Ap-ffJJPoln1iH-HrUqbCRS3PbHO

• SnipG Thanks. Nice example! It wasn't really what I was looking for, but it could work. It's still still useful for something else i had in mind though. I was more looking for the mathemetical formula in expression form to control the weight of the middle point point. Like in the pic below.