I am trying to increase the radius for a bezier curve. What I have tried:  Edit Mode-> Radius, this increases and decreases the lines (I think animation lines) but the radius remains the same.  Scale: this increases and decreases the object without changing the radius. I cant find a way to do this.  In my viewport I have BezierCurve. Not a bevel. How can I increase the radius of this?
40064
Is there a way to scale up the bevel object on one end of a curve, a little bit over each point?  I notice the vertex "weight" slider will tweak how much influence each vertex has on the others, is there something like this that can scale the bevel object up a little bit?  Preferably with the option to constrain X,Y,Z independently
34170
When I parent an object to follow a path and animate it, I only get a linear mode animation and changing that in Grapth Editor to bezier doesn't work! How to do that?
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I think there is a way to do an inside radius, and an outside radius, but how? I want to have a spawnpoint, where @a[r=30] is in gamemode a, and everyone outside is gamemode s. How would I write this?
17444
I'm having a big problem with the bezier curves in Blender. I'm trying to fill up the curves, but I can't. I have already seen some videos from YouTube, that say that I have to click on the 2D button.    But when i click on the 2D button, this is what it happens.    I thought it was a problem with the camera, but:    What am I doing wrong?
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I know the title is a mouthful, but this is the problem: I made a curve with 90 degree corners, like so:  I then beveled it, and this was the result:  As you can imagine, this isn't very pretty. I'm looking for something like this:  How can I achieve this look?
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I'm wondering how can I curve the text  below to fit the curve of the shape below. I am somewhat new to Illustrator and yes I know my version is outdated
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I want to give these line segments a continuous cylinder shape, like a Spaghetti noodle. My aim is to make this path visible in render mode. At the moment you are not able to see it in render mode because it has zero thickness.  I already converted them into a Bezier curve and played around with the Bezier Circle. The result were a lot of cylinders behind each other with a lot of gaps between them because the whole line has edges as you can see on the picture.  I also tried to solve the problem with a Skin-Modifier, but this didn't give me a good solution either. Maybe I should combine it with another Modifier.  So I was wondering if it's even possible to convert an 3D edged path into a curve path with a cylinder shape.  I would be very glad if someone could tell me how I get a good solution.  Thank you very much!
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If I have a cubic Bezier segment specified by two endpoints and two  control points, how can I find an offset curve which is "parallel" to  the original at some given distance, after i have determined the other 2 endpoints?     The red dots in the image are the endpoints, and the red squares are the control points of the initial bezier segment. Everything red is known, and i need to find the blue squares, that is, the control points of the second curve, such that the second curve is parallel to the first one(must also take into account that the dimension varies, as if it was below the original bezier, the second curve would be smaller).   I am sorry for the graphics of the image, it has only a illustrative purpose and i am not good at drawing. Thank you for the help!
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I have an animation of objects running along a spline and they vary their scale following a sine pattern. The thing is that the spheres sometimes overlap. I have made a loop which contains another loop in order to detect distance minus the estimated radius to scale down or up depending on the space between. However I have failed miserably.  I know this require to reassign loops but I think I haven´t done it in a proper way. Objects are always scaled down.
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Let's say I have a ring of vertices that I'd like to scale down, and I'd like them all to move by a fixed amount, like 1mm (I usually work with metric units). What's the easiest way to achieve this? If I type '1' it just sets the scale to 1 and they don't move.    The only way I've come up with to do this is to extrude a vertex along one of the axes by 1mm, and then snap the scale movement to that vertex.      This is a pain though, and if I don't have a vertex that happens to lie on an axis I can't do the little extrusion trick and it doesn't work at all. I do a lot of modeling for 3d printing, and I end up needing to do this all the time. Hoping there's a better way to do this.
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How can I add thickness to a curve? I already tried with the extrude and depth options in the curve settings, but it doesn't work properly.
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In one formula given below, if the given radius $r$ is larger, $F$ would be lesser. In another formula, if the given radius $r$ is larger, $F$ would be greater.  How is this possible?  Intuitively, if we increase the radius of the circular path, we would need lesser centripetal force to keep it on the path.  $$F=\frac{mv^2}{r}=m\omega^2r$$
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I found  which shows exactly what I'm trying to do. At about the 10 second mark of the linked video, he shows controls working as integers. That in a nutshell is what I want to do.  I'm trying to figure out how to use Geometry Nodes but I'm starting at a pretty low level of understanding. There is a project I want to develop that I've broken down into a bunch of simpler tasks that I need to learn how to do. This is one of them. I'm using Blender 2.93 beta. I want to be able to translate and scale by specific increments. Attached is a screen capture showing my node tree and the modifiers tab. I've used the Math node &quot;Snap&quot; to set an increment of 1 unit for scaling. That actually does what I want, only adjusting the cube by 1 unit increments. Success!.... however, the X (Width), Y (Depth) and Z (Height) are connected to the Group Input to give me a control for each under Geometry Nodes in the Modifiers Tab but these controls don't conform to the 1 unit increment. Currently they increase by 0.001 units at a time not by 1. Is there a way of making those controls conform?   Re:  answer, This in some ways produce something which is another way of doing the same thing I already did with the snap function plus have added an offset which could be useful. This isn't what I was trying to resolve though. I've attached another pic. On it I've written the length of each of the sides, w=3, D=2 and H=1,but the controls on the right hand side say something different they say W= 3.37 etc These are the pre snapped sizes. I want the controls on the right hand side (Width, Depth, Height) to say the actual size not the pre.snapped size. In other words the controls themselves should reflect the snap/rounding that is set inside the geometry node tree. Can this be done?
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I am currently building a game where I need to generate some wires (as Bézier curves) using LineRenderer. After changing the width of each line  lineRenderer.SetWidth (0.15f, 0.15f);   I am attaching an EdgeCollider2D to the same game object (specifying the same points used in generating the Bézier curve). This seems to work. However, I would like to be able to know if the Mouse Pointer is at any time over the EdgeCollider2D (something similar to the popular Fruit Ninja game). I'm using Raycast as follows:  void CastRay() {     Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);     RaycastHit2D hit = Physics2D.Raycast (ray.origin, ray.direction, Mathf.Infinity);      if (hit) {         Debug.Log (hit.collider.gameObject.name);     } }   I'm calling the CastRay method inside the Update method. Because EdgeCollider2D does not have width (as expected), the log message is never produced.  Do I need to use a different type of Collider? Do I need to call CastRay somewhere else?
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I have tried and failed to use the Bezier Curve tool to create a 3D saddle shape only managing to bend a plane in one direction.  Is this the best way to do so and how should I go about doing it?  This is the shape i'm trying to create:    Thanks
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I've googled and also searched the answers here but couldn't find my problem so here goes:  I know how to bevel a curve using another object and when I try it with a normal circle it's fine. But I'm trying to use this flat oval shape to bevel a larger curve of the same shape and it's not following the curve at the correct rotation. I've tried everything, rotating the bevel object, clicking random options in the object data menu.. I can't seem to budge it from looking how it is in the screenshot. In the screenshot you can see the curve I've failed to bevel correctly and also the bevel object in the bottom right.  Basically, I want the flat part of the oval to be above and below the curve, not on the sides as it is. I hope that makes sense. Anyone know what I need to do?
100545
I'm trying to write a new operator which modifies my geometry in some way, but I'm struggling with vertex manipulation. I can get the selected vertices fine and also print the individual components. So, lets say I have a vertex v. I can get the position of this vertex via v.co. But when I set a new value for this vertex with my operator it does not redraw in the 3D View. I assign a new value like this:  v.co = Vector((1,2,3))   Like said above the 3D View does not update. I have to quit my operator and navigate in the 3D View to update. What do I have to do to make blender update the 3D View correctly?