I'm trying to use a rectangle converted into a curve, used with a scaled down cylinder combined with an array modifier to use as decorative trim around some woodwork but the cylinder becomes deformed pinches inward around the corners. Is there a way for me to compensate for the deformation and maintain the scale around the entire modified curve?.
I would advise against trying to use a curve modifier for making the corners.
Since you specified in the comments that:
It's shape is like rope or a candy cane without the bend
A plausible approach might be something like this:
- Assuming you have a starting geometry as seen in 1.
You then use a 45deg rotated cube with a boolean modifier to make a nice cut.
Then you apply the boolean modifier and delete the cube
Then you can use a mirror modifier and an aligned empty (cursor to selected and then object to cursor etc.) to make 4.
- Now depending on how your mesh in 1. repeats (symmetric or antisymmetric) you either use the mirror modifier or some rotational steps to achieve 5.
However if you only want to do this for a cylinder then it might be easier to use the shear tool (use a value of 1 for the standard cylinder), then extrude along a specific axis and then scale the new face to 0 along that axis. Finally use the mirror modifier to make the whole frame:
!!! Check out my other Answer which avoids using the curve modifier.
If you don't want a curved look at the corners but you have to use the curve modifier then you might do this:
Since the curve modifier tries to displace vertices along the curve you need some more vertices so the deformation can be closer to the real shape of the curve. So a simple solve would be to add some loop cuts to your rope or do the detail modeling of the rope first (because then the rope will probably have many more vertices anyway).
Also for the modelling part of the rope-like ornamentation maybe have a look at the rope-modeling answer by @Robin Betts: How to make a rope curving in a certain way
Happy Blending! :)