/// <summary>
        /// Add multiple control points. Should be in world space.
        /// </summary>
        /// <param name="newPoints"></param>
        /// <param name="newRotations"></param>
        public void AddControlPoints(List <Vector3> newPoints, List <Quaternion> newRotations)
        {
            this.Points.AddRange(newPoints.Select(ct => this.transform.InverseTransformPoint(ct)));
            this.Rotations.AddRange(newRotations.Select(rotation => Quaternion.Inverse(this.transform.rotation) * rotation));
            Mesh mesh = RibbonMesh.AddPoints(this.Points, this.Rotations);

            UpdateMesh(mesh);
        }
    private void addPointsToRibbon()
    {
        List <Vector3>    points    = new List <Vector3>();
        List <Quaternion> rotations = new List <Quaternion>();

        foreach (Transform controlPoint in ControlPointParent.transform)
        {
            GetComponent <MeshFilter>().mesh = ribbonMesh.AddPoints(new List <Vector3> {
                controlPoint.position
            }, new List <Quaternion> {
                controlPoint.rotation
            });
            points.Add(controlPoint.position);
            rotations.Add(controlPoint.rotation);
        }

        //GetComponent<MeshFilter>().mesh = RibbonMesh.GetRibbonMesh(points, rotations, .4f);
    }