I want to create shoelaces with skin modifier. I use Ctrl-A Y to flatten cross-section, and all looks good, but when I start to move vertices the angle of flattened part gets distorted and it does not confirm to the shoe surface. For curves I would use Tilt to solve this problem, but I do not know if something like this is possible for skin modifier as well.

Is there a 'tilt-like' way to control skin modifier? Am I better off to use curves in this situation?

  • 2
    $\begingroup$ I would use curves $\endgroup$ Commented Jun 16, 2014 at 1:12
  • $\begingroup$ Is there any particular reason you want to use skin? $\endgroup$
    – PGmath
    Commented Dec 10, 2014 at 17:48
  • $\begingroup$ I do enjoy using skin modifier wrapped between two subsurface modifiers when I can. I do it because I can use the same tools I use for retopo and modeling and I tend to be faster at making what I need than with curves $\endgroup$
    – dimus
    Commented Dec 11, 2014 at 20:59
  • $\begingroup$ Unless you're planning on animating the laces later, I would use curves, as GianCowFilms has already suggested. $\endgroup$ Commented Jun 1, 2016 at 19:10

1 Answer 1


From the very nature of the Skin modifier, this is not possible. Vertices do not have any rotational data, only location data. Because of this, it would be impossible to "tilt" the Skin modifier result, as it uses vertices to interpolate the resulting mesh.

Most of the examples I have seen the modeller is using curves. By using extrusion and bevel you can make great flat laces, and round ones are even easier. They also are completely editable at all times.

I would strongly recommend using curves for this.

There is one example here that you can see. There is also a solution for one of the issues you might run into.


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