I am trying to give some depth to my svg files. I have imported an svg file and then joined the curves together by grouping them. The extruding it self does not give any problems, however when i try to give it a bevel or adjust the offset these weird spikes stick out my object. Also, even though I joined the objects together i still can't extrude them all together. Am I doing the grouping wrong?
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I exported an svg 1.1 file from Adobe Illustrator CS6. I joined all the shapes by pressing Ctrl+J. I set the curve shape to 2D. Then I extruded using the right hand side panel:    So far so good. But when I try to apply even a slight bevel, all hell breaks loose:    It does get less insane if I bring the bevel down by multiple factors of 10... But then I really don't have much of a bevel.  Am I doing something wrong? Am I using the wrong kind of object? Should I be doing this with meshes? Do my curves just need cleaning up?
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Im importing and svg file and when i go to edit mode get some 1000's mesh and edges,etc. Is there a file to get a clean mesh. Image is attach object mode look fine but when turn to edit mode 1000's of mesh. Is there any other file format which we can get a clean mesh.    blender file   file disappear
44206
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?
81982
Is there a way I can separate the vertices on the the segments evenly without moving the end points? I would like for the vertices to maintain the current curve.
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I have a small Problem that occurs from time to time.   Sometimes, when I copy things or when I put an object from the symbol library on my page, the whole file gets messed up. The screenshot shows it. I make the graphic on the right, Illustrator the ones on the left.   I have pixel snapping checked. Is there a way to tell Illustrator to align everything to pixels no matter what?
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I would like to have all the geometry of a scene merged in one mesh. It should include curves, fonts, group instances, particles, with applied modifiers, etc... obj.to_mesh doesn't work for group instances for example.
82032
I'm having a play with SVG and am having a few problems with positioning. I have a series of shapes which are contained in the g group tag. I was hoping to use it like a container, so I could set its x position and then all the elements in that group would also move. But that doesn't seem to be possible.   How do most people go about positioning a group of elements which you wish to move in tandem? Is there any concept of relative positioning? e.g. relative to its parent
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A new vertice forms when the object is being subdivided.  I beveled my mesh and added a subdivision surface modifier, and now a new face/vertices are created where the black areas are:    It appears that when the mesh has the modifier active, the subdivided mesh goes to a singular point in the center:   I applied Rotation and Scale to the mesh already after it was edited. Nothing changed.  How do I get rid of the odd mesh warp when my mesh is subdivided? I want to get the center curve near the bottom to be as smooth as possible, without signs of low poly mesh. Like a perfect part-circle.  Here is the blend file:
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When I open the file directly from my desktop, these assist lines don't seem to show. But when I Append it, these random dotted lines appear that seem to point to its parented object. Is there any possible way to hide these lines, because they can start to get really distracting when animating. Picture of my problem:
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I have read on a number of blogs that the seams that you see in Illustrator from applying a pattern to an object is due to anti-aliasing and that if you print from Illustrator that it will print fine.  My concern is that when I save my work to PDF the seam shows up there as well. I don't want a client to see the seam and think there is something wrong. I also don't want to tell them not to worry about it.  I want it to look correct from the get go.  I am creating invitations for weddings and just started using the pattern tool/feature of Illustrator.  Any ideas or process I should follow?  Update  I am building a simple pattern diagonal line pattern like the one in this tutorial,
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I've never been quite able to figure out how groups work in Blender (at least not since 2.5/6x). Is it possible to group several objects and then manipulate them (scale, rotate, translate) as one?
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Apart from testing it myself, I've seen a few posts  and , including from Sketchup users like me, sort of circle around this topic but never ask this question directly. How can I overcome these problems in DupliGroups or Collection Instances?  moving its origin seems to require moving to World origin (and using up a layer for clarity) &lt;=&gt; linked meshes have their own local origin which I can move data around in Edit Mode (easy enough)  It is impractical to link up DupliGroup data to previously created meshes because the origin mismatch as above, and the mesh data that remains in it and needs to be deleted somehow  Linked meshes don't have the above two problems (can be 'blocked in' and then detailed up all at once) but I can't add objects to them, only faces. Say I'd like to add handles as linked meshes, because handles are used elsewhere in the model too.    How feasible would it be to make a linked object type with deeper hierarchy? Say an object that would look at its children and simply make every other instance have the same children. It would also mean dragging and dropping in outliner would be the simplest way to manage it by the looks of it.
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I want to make some 3d models of pixel art. I started by adding a plane, adding a texture to it, added loop cuts to my plane, 15 loop cuts because it's a 16x16 texture, then I selected the blank faces and deleted them. As I extrude this plane, A &gt; E &gt; $0.1$, the texture messes up on the edge of the item, as shown below  Although not all faces mess up on the edge, a lot still do. I tried recalculating normals, unwrapping the object again, but I ended with the same problem, no change at all. Though I may have done it wrong, since I never did it before. I tried smart UV project and cube projection, but they just mess it up even more. Does anyone have a solution to this?
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this is a problem I face a lot when working with branding and typography. After importing vectors/typing, extruding and bending (simple deform or curve modifiers) it always come up with those ugly polygon artifacts:    Now, I know the cause of this is that the front faces of the text do not have the right topology nor enough polys to bend.  So, is there a good workflow to get rid of this without taking a huge load of time to retopo by hand or using the remesh modifier to an absurd high poly count?  Thanks
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Is there a way (addon or similiar) to bevel vertices individually. The Bevel modifier clamps all vertices the same, I would like it to clamp each vertex individually.  This is the behaviour I would like to have.    This is the current behaviour. (The position of the edge loop on the left change the bevel on the right edge.) How can I avoid that?      Trying to word it better: How do I avoid dense geometry limiting the amount of bevel on all parts of the model?  I would try other non-destructive methods except the bevel modifier as well.
86087
I may be going about this the wrong way.   I want to create a Mobius ring. I managed to do it by twisting (rotating using proportional editing) then using a curve modifier. But the faces were full of creases no matter how I smoothed them.   I then tried to extrude a plane converted to a curve which was getting there. But I cannot see a way to join two edges of the Mobius ring with a surface. I would appreciate any pointers.  Stephen
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I want to extrude a curve in two directions.    Or join both curves into one, is it possible? I've tried copying it and then join segments, but I don't see Remove Doubles option while working with curves.