ok, this is a continuation of the lerp tutorial.
I actually recommend that first so you see the actual numbers changing, and understand it better.
in this, as with most real world cases, you won't see each number, but will see things like objectname.x instead of the actual value, so you see an example application and how it will more likely look in your code.
the red and purple dots are drag and droppable
if you right click and drag any of those dots you can change the angle of that dot.
ep stands for endpoint
cp stands for controlpoint
same as before, use the slider to change the value of t
all cc interpolation tutorial
all the dots start with their angles at 0 degrees, with their red lines facing toward the right of the screen.
you'll notice if you place ep1's angle slightly greater than 0
and you place ep2's angle slightly less, it will go all the way around almost 360 degrees instead of crossing the short distance through 0|360 boundary. though this makes sense because lerp is just going between the numbers 10 and 350, let's say. this is usually not the desired result when working with angles
now try rightclicking on the 'lerp' button at the top. it will change it to anglelerp
the x and y are still lerped, but the angle will be anglelerped.
anglelerp is a function in the math plugin that will assume you want to take the shortest route to a new angle when lerping, so you can safely ignore the 0|360 boundary