I have a question about converting a curve to a mesh. Is there any way to keep the number of vertices of the curve when converting to a mesh? I would like to keep the same number of vertices to be able to use the Bridge Edge Loop tool.
-
$\begingroup$ in most cases (like yours what you showed us here) this makes no sense at all because you would loose all shape informations (it would just be a circle thing). A vertex of a mesh has no information of any "shape" beyond his point itself, what a vertex of a curve has by his handle points. $\endgroup$– ChrisOct 15, 2022 at 2:30
-
$\begingroup$ You can however reduce the number of vertices produced when converting to a mesh on the Curve Properties tab by reducing the 'Resolution U' setting under Active Spline before you do the conversion. As Chris says this will reduce the smoothness somewhat but you can CTRL-Z Undo and try again until you get a reasonable result. $\endgroup$– John EasonOct 15, 2022 at 8:11
-
$\begingroup$ Just to clarify, the dots in the first image are curve control points. Each control point has handles that define the curvature of the curve. The dots in the second image are vertices. You need a lot more of them to define the same curved shape. You cannot convert control points to vertices 1:1. $\endgroup$– BlunderOct 15, 2022 at 11:57
-
$\begingroup$ Thank you so much for your help! Is there any way to construct that geometry using shape, not curve? @JohnEason $\endgroup$– JijiOct 15, 2022 at 15:54
-
$\begingroup$ Thank you for your help @Chris $\endgroup$– JijiOct 15, 2022 at 15:58
1 Answer
Create your shape with curves. if you don't want too many vertices in the mesh you can change the number created for each spline via Curve Properties > Geometry > Active Spline > Resolution U. (Default is 12. I've set it to 6 for this case.)
In Object Mode convert to a mesh using Object > Convert > Mesh then in Edit Mode select All and Face > Grid Fill
Turn on Proportional Editing with the icon or by pressing O
Then drag the centre vertex up or down to produce the required shape.
-
$\begingroup$ OMG , this is the best! I think this is exactly what I need. Thanks again! $\endgroup$– JijiOct 27, 2022 at 18:52
-
$\begingroup$ You're welcome. You should be able to mark my answer as accepted to give it a green tick and show that it worked for you. - blender.stackexchange.com/tour $\endgroup$ Oct 27, 2022 at 21:03