How do you loft between curves in Blender. I am finding tutorials on the subject but they seem old and outdated. Is there a current way to do something like that? (In version 2.74)  NOTE: This is not a duplicate post because the answers that were posted are no longer valid. The CurveTools Plugin doesn't seem to work in version 2.74. Has it been replaced with something else?
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I’ve seen some C4D users use a tool called Loft-NURBS it seemed like a good way to speed up my workflow.  Is there a tool in Blender to create a surface from multiple splines, but still have the ability to change their shape?    Loft-NURBS in Cinema4D
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How would one curve specific edges while leaving others alone? I'm trying to model this (circled) object, But can't figure out how to bevel side edges and leave the front-edge flat.     Tried using the bevel modifier in combination with edge creases but that apparently has no effect, not sure what else to do, as I am still very new to modeling/blender.
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First off I'll let you know I'm a total noob at blender I've used 3ds Max up until this point, but the company I'm working for at the moment needs me to use blender so I'm trying to make the transition over.  Literally all I'm making at the moment is a simple book and cannot understand how the bevel tool isn't working similar to how the chamfer tool would in 3ds Max.  I want a nice curved edge for the spine of the book however when I press control + B and try to bevel it bevels the edge unevenly with the new bevel pushing forward.    Is there a way I can get it to bevel evenly like it does in Max?
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Is there a way in Blender to push faces like Sketchup does?     The best I can get is doing a regular extrude and a lot of work to clean the "mess" up...    Thank you for your time!
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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?
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I have a series of objects that I have procedurally generated use Bezier or Nurbs curves for which I then attached a Bevel and Taper object.  When I use a Bezier curve the objects come out correctly. See below (ignore the color)   However, when I use a Nurbs curve, with the same exact Bevel and Taper object, they come out very distorted. See below:   Even when I reduce the size of the bevel object the mesh is still very inconsistent. However, ideally, I shouldn't need to adjust the size at all.  One other point that may be important. When I generated the objects using Bezier curves I would insert a curve and then randomize things like curvature and size to get the final object. Then I would apply the bevel and tapers. However, I created the nurbs curves from a list of 3D coordinates (5994 points) loaded from a CSV(doing something similar to this thread: ).  Does anyone know what the cause of the distortion is? Ideally, the objects created from the nurbs curves would look exactly the same as the bezier curve.  Here I've uploaded the files with the Nurbs curves that I'm having trouble with:   And this is the file with Bezier curves that works as it should.    These files are exactly the same except one uses a Nurbs curve and the other uses the Bezier curve.
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Question The title says it all. I want to be able to make this in Blender's UI, and sample it at specific points :  Problem There is very insufficient documentation on this, and I can't find any examples for how to create a . I have worked with templates before, and , but it requires a curve mapping prop. Extra Info I found a few threads about this, and one gives me the impression that this cannot be done at all, but it is also very old.   This similar question has been asked here before, but it didn't even get a comment:  Is this even possible to access in python (as in only accessible in C)?
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I got a problem while making a model of a product. I have tried a lot even seen lots of tutorial but did not get the thing that i want. I am using Blender 9.92 and I am just a beginner I got my hands on Blender 7-8 days ago. I've just basic knowledge about I am trying to model a product &quot;Mattress Topper&quot;   This is the exact look of the product, Help me how i can model this product and render realistic images.
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This is frustrating for me. The UV-textures to vertex cols add-on doesn't seem to work despite the specific instructions. Any other tutorials I can find are either very old or very poor.  I'd like to know how to do this in Blender 2.79. I need vertex colors in my ambient occlusion for use in Shader Forge.
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I want to create this:  Note that wire lay chaotically, so spiral object not the same thing.  There is a cool way to do this task in 3ds max:  Basically he deform straight spline/curve and then bend it couple iterations (over 9000 degrees angle in max).   Blender can't bend that way with simple deform as I know, only up to 360 degree. Is there any other way to make wire wrapping similar to photo?
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Is there a tool or an easier way to remove unneeded geometry from objects? Mostly when using a "Displace" modifier, on many places there are flat surfaces where there is extra geometry on the mesh, that you would like them to be removed. At first I thought of the "Decimate" modifier, but is there a way to do it more evenly. By preserving the edge/face flow and such. Is there some feature for something like that in Blender?   From this      To this      Or to this (if I want the geometry to be to the very limits and worrying only about the shape)
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This is the profile of the object I'd like to wrap...    Here is the object's profile after being wrapped...    Is it possible to prevent the distortion? The following post here:  did not affect my object. It seemed very promising, maybe I'm missing something?  Note: I have applied the scale to both my object and curve.
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I've been working on some animations recently, and I've noticed that I'm having poor luck with certain things, namely the fact that I don't really use Blender's graph editor very well.  One of the major issues that I have is pretty widespread among 3D graphics programs; when I create an animated object, it defaults to using a curved graph instead of a linear graph, which means that the most movement is at the middle of the animation, and stuff just practically stops near the beginning or the end. While this helps with organic camera movements or such, it's also not what I usually want. Can I set animation curves to default to linear?
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Let's say I'm really new to Blender, and have just barely figured out what keyframes are for. Explain a Blender skeleton to me like I'm five. Do I need to use it, and how exactly does it connect to the rest of the model?
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I am creating an outdoor scene and need to create 3d clouds. What is the best way to go about this in blender cycles. I know you can't use the cloud generator addon since cycles doesn't have support for volumetric shading. Any help is apreciated.
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Hello Blender Stack Exchange,  I am trying to fill a face between 4 surfaces. Two are straight edges and two are a curved line made up of short vertices that came from a SketchUp export.  The problem: I select the vertices on the top and bottom and fill the hole. It creates a strange face that ruins the curve. I would prefer it create some sort of complex curve. I want it to be smooth.  Images attached to better explain.
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Is there an addon, or an easy way to add  effects or  in Blender? I've been using Blender for a while now, and it's very time consuming to always have to export to another software to do them, and sometimes it's impossible if the scene is complex.