2
$\begingroup$

I want to apply the geometry node modifier so I could do some weight painting on the resulting mesh. When I try to do it right now, it gives me an error telling me to convert the curve to a mesh first. I am guessing that Blender has a limitation in that it can't do it on its own automatically.

The geo node program uses spline factors internally, so converting the object to a mesh first is not an option for me...though it never occurred to me until now that I could start with a mesh of edges and convert to a curve as the first step, and then the rest of the steps would work. Still, curves have direction, tilt and radius, which would get lost if I started with a faceless mesh.

Is there a way to do what I asked in the title directly?

$\endgroup$

1 Answer 1

3
$\begingroup$

Press ctrl+AVisual Geometry to Mesh.

$\endgroup$
2
  • $\begingroup$ Nope. While that does give me the curve that was turned into a mesh, it leaves out the instances that were distributed on the faces, Maybe I need to realize them first? $\endgroup$ Commented Jan 17, 2022 at 0:07
  • $\begingroup$ Yeah, I needed to realize the instances. That did the trick. Thanks. $\endgroup$ Commented Jan 17, 2022 at 0:09

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .