The shape I wish to model is something like a     That is helicity on (at least) two levels. I would prefer an algorithmic way, since the parameters of the model will be changed.
122434
I'm trying to model something like the image below, and I'm stuck on the support wires.    I've been trying to create a curve to use a guide for a spring model, but haven't had success. I find it tough to get my curves the right distance off the sphere; it's also tough to get the right curvature.    Here's another example of my problem; I can't figure out how to get good curve placement such that it sits nicely on the surface of my sphere.    Is there a better workflow that I could use to model this?
74608
I want to create a vector curve that is symmetric in the top and the bottom. For example, in this baseball icon (), if I try to write the vector as suggested by the accepted answer, I end up in writing the vector curve by hand - which means the curve can never be symmetrical between the top and the bottom.  So I want to create the vector curve programmatically, such as specifying the starting and ending point of the vector and then specifying the middle point of the vector and also specifying the degree of the curve, in order to create a tidy curve. I don't like to create the curve by hand, since no matter what I did, it looked pretty awful.  So is it possible to create the tidy curve by specifying some numbers? I don't mind what apps I have to use among Affinity Designer, Pixelmator, Sketch 3, or Illustrator CC, as long as it can be done programmatically (the linked post is designed by Pixelmator, FYI).
79205
Major Noob Question here but I want to create a 2d shape that seems to draw itself like in this video below:   I saw in KaptainKrisitan's videos and wanted to replicate in blender, but I don't have a clue how.
106283
Is this correct: Representation of a 4 to 9-node-quadrilateral element?  and this: which is the case of a multi-degree of freedom problem?
46223
Actually, it's not so simple as the title suggests... :)  I might be asked to animate something like this -   Here's a still from that video:    It's the process of doing helical wrapping of carbon fiber a ribbon around a pressure vessel. And  you'll see a simpler activity of hoop wrapping, which I'd also need to animate.  I've got some basic experience with Blender (e.g. ), but I have no idea where to start with this kind of animation! At this point I haven't spoken to my client, so I don't know whether this will be requested; but I'd value input from Blenderheads here so that if I'm asked for it, I'll be able to respond with "sure!", or "can't be done", or "sure, but it'll cost ya!". :)  Pointers, anyone? Thanks!
17318
I'd like to curve my object, but I'm considering two options.  The first one is to make the object up with lots of vertices, like a sphere can be. The second is to apply some kind of modifier curve to a straight mesh, as I've understood there is such a possibility.  Here's an awesome pen drawing of what I'd like to achieve:    and here's my current even more awesome result:    Rather non-awesomely, they don't quite match. So if someone would kindly point me to the correct method to achieving a nice-looking solution with relatively low polygons, I'd be much enlightened
45150
Help! How to make such material procedurally in cycles
122844
What is the easiest way to model this diamond grip pattern into a cylinder?
42415
Is it possible to have tri-planar mapping in cycles?  Like in corona renderer or fstorm?
34742
How do I achieve this effect in Cycles?
55521
How can I deform one edge or multiple edges of a plane or cube so they are tapered in and rounded equally?
100906
How can I make a  have sharp and curved points? Like a zig-zag. And also being able to make more 'circular' parts too.  (I want to make fig 2, but I can only get to 1 by creating curves added with the E button.)
101053
I'm trying to model a helmet, I have a reference image of the head from frontal view and side view, I would like to see the helmet overlapping both views of the head, and I want to be able to modify one view of the object and see the changes in the other view as well, something like a link between the two objects, the same way you would create a texture pattern.
118750
I only care about the sphere and its design, not the bird on top. This kind of curvy iron design shows up on many Victorian designs and other examples of old-fashioned smithing. How can I efficiently produce a sphere like this? (Also feel free to comment/edit if you know a more precise term for this than just &quot;curvy Victorian ironwork.&quot;) My first idea was to make a wireframe UV sphere, then model the curvy bits separately. Then, if I could somehow snap the curvy bits to the sphere in a way that makes the bits follow the curve of the sphere, I could do something with an Array modifier. However, I don't know how to snap objects that way. Another example of the &quot;curvy bits&quot; I'm talking about:  (source: )
104216
This may be a simple question.  Essentially I am procedurally generating random 3D figures using a bezier curve and bezier circle bevel object, however, one of the only things I can't figure out how to do is how to round the end caps of the object.   I have tried using a taper object like suggested  but have had only limited success.  This is about as close as I've gotten:   I should note that all of this is done through Python and I'm not modeling any of this by hand. So any suggestions for how I can make the rounded caps programmatically would be greatly appreciated.
32650
I want to model a tube-like structure, which slowly changes from rectangular to circular along a pre-defined path. Below is an example created with bridge:    There are two problems here. The first is that the tube does not have consistent thickness, and the second is that it is not possible to control the exact path of the tube this way.  Is there a technique, or an addon, that can help me out with this? I do not want to lay lots of manually half-morphed shapes along the way and use skin modifier. I have already tried lofting with LoopTools and did not get any usable results.
36341
I am trying to make something similar to this?  Obviously it's possible to make it manually piece by piece, but I am looking for some kind of automated feature in Illustrator to achieve this?  Is this possible?  Thanks man in advance!