I want to create a border for a window. The bevel object is a simple shape. The path isn't closed and has an opening at the bottom. Both vertex point has the same values on the x-axis. Also, the scale values are equal. But somehow I don't get a straight extrude. If I convert it to a mesh, the discrepancy stays the same. What's the problem with this?
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?
15469
I'm bit of a newbie in Adobe Illustrator and have been learning the application by trying to follow some tutorials and recreating some cool stuff I come across on the web.   That being said, I'm having trouble replicating the effect found in the following image using the standard 'Extrude &amp; Bevel' options. I've also tried copying + pasting the text in front, back, in place and that came out even more horrendous. 'Extrude &amp; Bevel' gives me a nice approximation but nothing that pops out like in the example.   Any tips on how to fine tune my 'Extrude &amp; Bevel' settings or an entirely different method of achieving a similar effect would be very much appreciated. Thanks for your time and help!  How can I create a 3D effect on my text similar to the one in the following image, using Illustrator's Extrude and Bevel tools?
62293
I modeled a logo in Blender and everything is clean.     When I export an OBJ and import it into Element 3d, a few extra edges have found their way into the model.    Any ideas on why this is happening? I have a feeling it's some setting within Element 3d but it could very well be a blender to OBJ issue.
26285
Most of the time when I try to move a vertex or an edge, instead of translating that, it extrudes it, it creates another face or, vertiex or whatever. I do not really get why it behaves like that. I hope I explained it in depth. I am sorry if this is a duplicate post but I could not find anything!
110472
I'm trying to model a facade of an arch and I need to create a spiral as shown in these two photos.    I tried using the addon "Add curve: Extra objects" to create the spiral but  I can not remove the smoothing of vertices. Besides, I'm not sure if I'll have any problems when I change the mesh to adapt the spiral. Note that the figure in the pictures has a relief.  Is this the best way to model the figure?   Note: I'm learning Blender and I followed .
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:
57366
Trying to convert a coment into a complete answer for  I think that my solution there worked by chance and that MWijnand  found a wrong behavior in to path library when {x|y}scale has negative values.  Take a look at this example:  \documentclass[tikz,border=2mm]{standalone} \usepackage{bondgraph}           \usetikzlibrary[petri]   \begin{document} \begin{tikzpicture}[thin,&gt;=stealth, every place/.style={draw,thick,minimum size=6mm}]     \node[place] (pG) {$p_G$};     \node[place,right=3cm of pG] (pR) {$p_R$};     \draw[-&gt;] (pR) to [out=150, in=30] (pG);     \begin{scope}[yscale=-1]     \draw[-&gt;,blue] (pR) to [out=150, in=30] (pG);     \end{scope}      \begin{scope}[xscale=-1]     \draw[-&gt;,red] (pR) to [out=150, in=30] (pG);     \end{scope}      \begin{scope}[scale=-1]     \draw[-&gt;,green] (pR) to [out=150, in=30] (pG);     \end{scope}  \end{tikzpicture} \end{document}   and its strange result.    What I would expect was that pR.center was the paths origin and pG.center was the path end. The path would have a out angle affected by scale factor and the drawn path would start on corresponding intersection point over pR border. This is what happens with out angle as you can see around pR node.  But this doesn't happen with in angle (pG node). in angle fixes final anchor at  pG.30 and not at pG.center as expected. It also changes incidence angle for which scale factor is applied.   I think this is wrong and I'll fill a . If I'm wrong or you have a better solution, please let us know.
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.
48155
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.
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.
123491
I have an SVG logo, which I will import into Blender. I'm trying to think how to have the colour (not outline) fill up from left to right.  I think the following steps put me on the right track, but struggling how to full resolve this:   Import SVG to Blender Convert Curve to Mesh for the imported object Extrude object (to make it 3D)   That's as far as I know how to do, then I think the following steps are needed (which I don't know how to do).   Create an outline of the 3D object (with no fill) Draw a path across the object with timeline Animate the path being filled   Would be grateful for any ideas how to achieve this.  :)
16334
I'm quite new to Blender, so forgive me if this is a dumb question. I don't even know hot to describe it properly, so:      Basically I want to extrude a rectangle and then scale it along two axis, but without keeping the proportions; I want to reduce them of the same quantity, so that I get something similar to the frame of a picture.
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
108541
In sketchup you can move an object based on two points. This makes it very easy to align a vertex in one object to vertex in another object. Here is an example:    I want to know how to do this in Blender. It seems that Translate can't align vertexs
12193
Is there an easy way to un-bevel parts of a mesh that have been beveled? e.g. Convert this:  into a normal cube? Edit: Is this possible with perhaps some trick of calculating where the original edge was and collapsing all the selected edges to that point? (python?)
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?
69261
I'm trying to write a script which creates a Nurbs path curve, bevels it, and then stores the location of each vertex/point in that curve. I've been writing it based on the code displayed in the info panel, but it doesn't show what the vertices are supposed to be called - so I can't refer to them in the script.  Update: After following Ratt's links, I modified  for Nurbs Path and am now stuck again, though it's still progress. Below is one version I tried out, but the error message says that Curve has no attribute path_points. Of course it doesn't, because I made that up because I don't know what the Nurbs Path equivalent for bezier_points is.  import bpy import random  def pathPointLoc(cu, typ, points):      for (n) in enumerate(points):         nurb = cu.path_points[n]         print(nurb.location)      return  cu = bpy.data.curves.new("MyCurve", "CURVE") ob = bpy.data.objects.new("MyCurveObject", cu) scn = bpy.context.scene scn.objects.link(ob) scn.objects.active = ob  cu.bevel_object = bpy.data.objects["BezierCircle"] cu.taper_object = bpy.data.objects["BezierCircle"]  pathPointLoc(cu, "NURBS", [(0,0,0,1), (0,0,1,random.randint(1,4)), (0,1,1,1), (1,4,1,1)] )