I wanted to make a small rope curving like this in Blender for my model. But I found 2 issues; I can't find a way how to curve this smoothly (so tips for bezier curve or whatever would be appreciated) and if I already make something looking at least 70% like I want it, when I apply the curve modifier the rope just disappear and it is nowhere to be found. How can I do it?
$\begingroup$ If you share the file it's easier for us to find out what went wrong. $\endgroup$– JackdawJul 25, 2019 at 20:36
$\begingroup$ If you use an array for the rope, then maybe change around the modifier order, then the mesh might stop disappearing $\endgroup$– Robert RothJul 25, 2019 at 20:51
1$\begingroup$ Just an idea: Maybe a starting point could be using two mesh (not curve type) circles, which you then later convert to curve type (with Alt+c -> mesh to curve). Then after deleting vertices and connecting both circles, you might then change some of the interpolation settings (e.g. order) of the curve object to make it smooth. $\endgroup$– Robert RothJul 25, 2019 at 21:06
$\begingroup$ This answer includes your usecase I think: blender.stackexchange.com/a/132690/60924 $\endgroup$– WhatAMeshJul 25, 2019 at 21:09
It's easy to lose bits if their origins aren't in the right place. Here's one approach to your job: I hope the loops are circular enough for you. Working in the XY plane..
(As suggested by @Robert Roth)
- Make an unfilled 6-sided mesh circle, ShiftD duplicate it in Edit Mode, X delete a couple of edges, and F join the loose ends.
- Then, in Object Mode, AltC convert the mesh to a curve. With all vertices selected, In the Tool region, set the Spline Type to Bezier, and V convert all the vertices to 'Auto'
There may be a bit of tweaking to do...
Note where the origin of the curve is: at world 0. When you create the profile / set up your rope, to make things easier, put its origin at the same place. Make sure all object-level transforms of the rope (especially scale) are applied.
The rope: (For example)
- A little trefoil profile, made out of 3 6-sided unfilled circles, snapped together, doubles removed, internal edges removed.
- With all vertices selected, ShiftAltOSet Origin to geometry, and set the transform of the profile object to (0,0,0) Now everything is lined up.
- Screw modifier, 120 degrees
- Array modifier, relative Z, Merge on, Count to fit the curve.
- Curve modifier, Deformation Axis Z, target: the curve
- Subdivision modifier, level 1
With this sort of result:
EDIT: (response to @Teglik)
You can manipulate the path-mesh in various ways: here, working on the left half, E extending terminal vertices, and R rotating and S scaling the new vertices in/out from the 3D cursor at the origin, before duplicating and rotating the whole left half through 180 to make the right half, F joining the ends, before converting to a curve.
$\begingroup$ (Blender 2.8) - It is just too sharp at all, it's not looking like a circle, and the way of the curve is at both of the ends the same (going in), so there are 2 ways of the curve. $\endgroup$– DraxJul 26, 2019 at 13:51
$\begingroup$ That would just be an adjustment to the path mesh, before conversion to a curve, maybe a few more vertices, a deeper overlap? Or even connecting Mesh: Extra Objects (shipped add-on) spirals rather than circles? .. Will edit when I can .. $\endgroup$– Robin Betts ♦Jul 26, 2019 at 15:46
$\begingroup$ @Teglik is that more like it? $\endgroup$– Robin Betts ♦Jul 26, 2019 at 16:25