Conceptually, I am trying to achieve what Merge can do with a mesh: select an end vertex from each of two bezier paths and merge them together with only one vertex as the result.
This is the only way I've come close to acceptable results, but there are still imperfections, so I'm wondering if more experienced modelers have techniques to share.
- Add a Bezier Circle
- Select all the vertices
- Change the handle types to Free (in essence, lock in the vertex control point parameters)
- Select two adjacent vertices, hit X, choosing to delete Segment (giving you a hemisphere)
- Add a Bezier Curve
- Position the curve so one vertex is near an end vertex in the hemisphere curve
- Select the two vertices that you positioned close to one another
- Press F to Make Segment
When I do that, no matter what my normals are doing, I get a loop as a segment between the two vertices. To minimize this, before step 8 I have tried changing the handle type at the end of the bezier curve to be free and then scaled down to near zero its control point on the side towards the hemisphere, and doing the same to the corresponding control point on the vertex of the hemisphere that I'll be joining. But I still get an additional segment (to be expected given the method, but not what I want).
This is in Blender 2.6, if that matters.