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Max Help only says that at bias 1 the turns are forced to one side, at -1 to the other side and at 0 all the turns are evenly distributed. I need to know on what formula or calculation the bias is based. Basically I’m building a 1 turn helix radius1=radius2=15 height=123. Move it to world origin. Switch viewport to front. The center of this helix changes as the bias changes. :?Yeah, but how? Based on what relation? If you set bias to 0.5 the center of our turn is at x=-15 y=0 z=120.28208 which is extremely close to the top. How is this calculated? I want the center of my turn set at z=92.25 which is at 75% of the entire helix height (half the distance between its center and top). According to this, bias should be set at 0.111111111. How is this determined? Is it a function of radius1 and 2, or of height? :unsure:My guess is that we are dealing with a ratio with an exponential factor based on its parameters. I want this formula. How is the bias affected if the two radii are different? My input values are segment AB and segment AC along with basic helix parameters. From these I want to determine/calculate the bias value. Expressed in other terms, how do I get from 0.75 to 0.11111 ? Can anybody tell what is under the hood of helix bias? Autodesk 3dsMax 2013 64-bit version 15 product update 6 Acer aspire V3-571G-53214G50Makk, Ivy Bridge Core i5-3210M @ 2.5GHz(turbo boost 3.1GHz), Nvidia GeForce GT 630M (2GB VRAM), 8 GB RAM DDR3 1333MHz, Win 7 Ultimate 64-bit