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I am newbie to Blender and totally loving it. My focus to date has been on modeling and 3D printing. I was using Autodesk Fusion 360 but have moved all my projects to Blender except one. I created the attached Tea Light in Fusion using a Sweep with a Path and Guiderail on a Curve. Trying to find the equivalent inside Blender. I got close using a combination of modifiers both with and without Bezier Curves but can't quite seem to lock it in. Wondering if anyone might have a suggestion.

Tea Light Side View Tea Light Top View Tea Light Bottom View

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You can actually do all this directly from a bezier curve object, mostly without any modifiers or destructive workflows.

You need the classic three-bezier curve objects system:

  1. One for the actual $Body$ of the Tea Light

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  1. One defining its $Section$,

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  1. And one has a Taper Object to adjust the radius expansion interactively.

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Assign them all to the correct slot of your body object, then play around with the taper shape to control the profile of the light.

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For the Taper Object $Y$ coordinates of the points control the scaling ratio. At $Y=1$ there is no deformation, bellow that it reduces radius, and above it increases.

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You can use Tilt to rotate the base. Adjust interpolation settings to improve smoothness.

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This may require a conversion to mesh to take care of the closed cap at the base. Alternatively if you prefer avoiding the destructive last step, use a mesh object with an Array Modifier and Curve Modifier, deformed along the same "Body" curve, then use an End cap representing the base.

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  • $\begingroup$ Duarte, That's exactly what I was looking for and much simpler than what I was attempting to do. You could not have explained it better. Thank You So Much!!!! $\endgroup$ – Bill Case Oct 9 '18 at 23:25

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