# Normalize a spline

Is there a way to redefine a spline/bezier object into segments of even length or to tile the spline into a number of segments. (like the "normalize spline" function in 3dmax) example video

Or to be more general: I would like to model a terrain from a height map using contour lines. My approach was to import a .dxf, convert it to a mesh, then use the loft tool from the "loop tools" addon. But this doesn't work well because each segment has a different number of vertices (the result is often a "twisted" surface). Putting the "twist" option in a negative value didn't work; this only shifts the problem around the model.

So my questions are:

How do you model such a terrain (from the contour lines)? OR How do you redefine a spline in the way that I previously mentioned?

• you are right zeffi.vertices spread equidistantly is first solution. better one is that splines with different amount of vertices are redefined and got after normalization the same amount of vertices (regardeless of their lenght) Jun 17 '13 at 5:04
• spread equidistantly is possible in loop tools - "space" command , this one helps sometimes - to change amount of vertices will help much more getting clean results. sample file: box.com/s/2a1358j0u4zhn0iguxby Jun 17 '13 at 5:24
• here you go: original height map:(golf course in salzburg): Jun 17 '13 at 15:45
• "edit: i have to ask for permission to give this data." may last a day or two. Jun 17 '13 at 15:57
• here it is: link problems you will face: open curves, up and downs in terrain, very different lenght of each curve, if you try to automate this - think about many single height points anywhere on map to add in more detail. Jun 17 '13 at 16:26

• To prevent twisting, Shift select a vertex form each contour that lines up nicely.
• In the Tool Shelf, under Bsurfaces, click Set First Points.

• Create a plane, select your bezier-curve and Shift select the plane.
• Tab into edit mode, and delete the vertices (X,V) of the plane.