Bezier curves 1, 2 and 3 are all using the curve "Bev ob" as a bevel object. Why are they different sizes?    I saw  and checked that the radius is set the same for all vertices on all three objects.
34172
The bevel depth (the radius of the tube) is set to 9cm but it actually isn't when compared to the background grid. This is is confirmed by importing it into sketchup and scaling it to the proper units it turns out the radius is only around 2.286cm. This problem only shows up on certain projects. What's wrong and how do I fix it?  (sorry that I can't upload the file, it's a long story)
31666
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?
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?
94111
Let $r(t)=(x(t),y(t),z(t)),t\geq0$ be a parametric curve with $r(0)$ lies on cylinder surface $x^2+2y^2=C$. Let the tangent vector of $r$ is $r'(t)=\left( 2y(t)(z(t)-1), -x(t)(z(t)-1),  x(t)y(t)\right)$. Would you help me to show that :  (a) The curve always lies on ylinder surface $x^2+2y^2=C$.  (b) The curve $r(t)$ is periodic (we can find $T_0\neq0$ such that $r(T_0)=r(0)$).If we make the C smaller then the parametric curve $r(t)$ more closer to the origin (We can make a Neighboorhood that contain this parametric curve)  My effort:  (a) Let $V(x,y,z)=x^2+2y^2$. If  $V(x,y,z)=C$ then $\frac{d}{dt} V(x,y,z)=0$. Since $\frac{d}{dt} V(x,y,z)=(2x,4y,0)\cdot (x'(t),y'(t),z'(t))=2x(2y(z-1))+4y(-x(z-1))=0$, then $r(0)$ would be parpendicular with normal of cylinder surface. Hence the tangent vector must be on the tangent plane of cylinder. So $r(t)$ must lie on cylinder surface.  (b) From $z'=xy$, I analyze the sign of $z'$ (in 1st quadrant z'>0 so the z component of $r(t)$ increasing and etc.) and conclude that if $r(t)$ never goes unbounded when move to another octan ( But I can't guarante $r(t)$ accros another octan.). I also consider the case when $(x=0, y&gt;0), (x=0, y&lt;0,z&gt;1), (x&gt;0, y=0,z&gt;1$and so on)  and draw the vector $r'(t)$.  Thank you so much of your help.
7739
I've used mathutils.geometry.interpolate_bezier() in the past to create points for a curve using the bezier handle and knot coordinates.  from the docs:     interpolate_bezier(knot1, handle1, handle2, knot2, resolution)   My question is; given an existing curve in the scene, is there a neat way to get at the points that describe the curve without converting it to a mesh, or figuring out which handle (left or right) to use for each spline point.  curve = bpy.data.curves[0].splines[0] curve.bezier_points[0].co curve.bezier_points[0].handle_left curve.bezier_points[0].handle_right
35093
Is there an easy way to control how the extruded width of a curve object is oriented, for example like this     or this     The curve in the images above has only two control points, and I got the effect by rotating one of the points. However, for a curve with lots of control points it would be somewhat difficult or at least tedious to achieve this. Is there a simpler way?
54882
I have a city model (all one mesh) and a separate curved base plane. I would like to have the bottom faces of the each building in the city mesh flat against the plane and keep each building at 90 degrees to follow the curve of the base plane. This is illustrated here in the inception movie poster although this looks more like a sharper curve than I thinking but is a very good visual.    (source: )    I have tried the shrink wrap modifier but cant seem to get the settings to keep each building 90 degrees to the curve. I cant use the particle method because I want to use a real city model that is one mesh.  How can I do the Inception style city on a curved plane effect in blender?
117333
I wanted to know whether there is a way to set the default amount of vertices of added geometry (Such as default circles and cylinders) ?  Changing the amount from 32 can get quite annoying as I am working quite a lot with subdivision modeling...
22850
I really want to be able to apply mapping to a curve object. For instance a rope or pipe that has a repeated pattern along its length that follows it's twists and turns.  There must be a simple way to generate UV coordinates for such an object without converting it to a mesh and unwrapping it. Can anyone help?
10459
Newbie to blender here. I'm trying to take a curve or traced object and essentially make it wider all the way around. I'd also like to do the same, later but make the same object thinner all around. I'm trying to make a cookie cutter for my daughter and I want to make the object below porportionally wider, then drop a copy of it (only thinner) on top and join the objects together, this will be the "stamp" or cutting edge. Am I thinking about this correctly?      I'd like to make the copy of this object much thinner and drop it on the top.  Thanks in advance!!!  which vertex are you referring to?
88444
I couldn't find this anywhere, which is really strange, but I'm trying to wrap a curve, imported from a .svg made with a vector image program around a sphere to create the Earth.  Basically, this is what it currently looks like:    I'd like to wrap the curve of the outlines for the land around the sphere in the middle of the scene.  I don't mind converting the curve to mesh at some point in the process, but it will be beveled or extruded first.  I tried Lattice (which didn't work because I couldn't get a result that matched the sphere's shape), I tried Curve modifier with a circle curve but that only made the map cylinder-shaped, I tried Simple Deform, Shrinkwrap and Warp but couldn't get these to make what I wanted either.  When using Shift+W here's what happens:
91675
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.
51356
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?
54574
I have made a bezier tube and I want some parts of it to be large and others to be small.  When I try to set the depth for one of its vertices, it just changes the depth for the whole object. Is there a way to change the depth for separate parts of the bezier curve?
47734
I can't create a Pipe 3D without annoying shrinkage in the corner of my bezier curve using bevel object. Those are my step.  I create a bezier curve (on 3 axes) transforming two corner in Vector corner (to have a perfect angle)  I generate a circle and using bevel object I sweep the circle along the bezier (3d).  Easy...BUT I can't undestand how to solve the shrinkage in the corners. Other artifacts (such as compenetration) comes when instead using a Vector corner I use a normal (automatic) corner and model it in 90 degree shape.     Thanks
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.
29929
I'm using a curve modifier and an array modifier. My object is at one end of the curve but as soon as I choose the curve for the curve modifier it moves to the center. How can I fix the problem so that I can have the array going from one end of the curve to the other?