public Quaternion rot( float ratio )
{
float added = 0.0f;
for(int i = 0; i < lengthRatio.Length; i++){
added += lengthRatio[i];
if(added >= ratio)
return beziers[i].rot( (ratio-(added-lengthRatio[i])) / lengthRatio[i] );
}
return beziers[lengthRatio.Length-1].rot( 1.0f );
}