The Math Behind the Futuregrind Track Editor
futuregrind.tumblr.com
futuregrind.tumblr.com
The Blender export would export the spline with multiple Transforms that were a fixed distance apart and numbered, then the import script would find splines and spit out a ScriptableObject listing each point, so the camera's position and rotation were a lerp between 2 of the transforms (since the exporter took rotation along the spline in Blender into account). It was somewhat quick and dirty, but it worked well enough with letting artists change areas of the camera track that didn't match the levels' tracks