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.

  1. Add a Bezier Circle
  2. Select all the vertices
  3. Change the handle types to Free (in essence, lock in the vertex control point parameters)
  4. Select two adjacent vertices, hit X, choosing to delete Segment (giving you a hemisphere)
  5. Add a Bezier Curve
  6. Position the curve so one vertex is near an end vertex in the hemisphere curve
  7. Select the two vertices that you positioned close to one another
  8. 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.

  • $\begingroup$ For step 4, select two adjacent vertices and delete the segment will give a 3/4 circle, not a half cicle. Are you sure about this? $\endgroup$ Feb 10, 2014 at 17:14
  • $\begingroup$ Right: I wasn't clear. I then deleted the extra vertex. Thanks for catching that. $\endgroup$
    – tobinjim
    Feb 10, 2014 at 17:46

1 Answer 1


After step 8, click LMB once or twice to select the useless point, then X > Vertex to delete it.

Actually, it's recommended to enable Snapping so that the two vertex can be overlapped, that brings the new segment with zero length.

You can also use a nice addon called Curve Tools (by Mackraken). I recommend to use the modified version Curve Tools 2 (by Mackraken and guy lateur), which can handle this perfectly while keeping curvatures.

Added a short demo video (01:35).

Here is the lastest version, in case you cannot access Blendernation.com. (File > Download)

  • $\begingroup$ Of course! Just delete one of the vertices! Thank you! $\endgroup$
    – tobinjim
    Feb 10, 2014 at 18:03
  • $\begingroup$ That's awesome! Thanks for the additional info and for taking the time to make a video. That add-on is exactly what I was hoping for. $\endgroup$
    – tobinjim
    Feb 10, 2014 at 21:44
  • $\begingroup$ Sadly blenderartists.org is not accepting my registration information. I'll keep looking for curve tools 2 on the web... $\endgroup$
    – tobinjim
    Feb 10, 2014 at 22:07
  • $\begingroup$ Could you attach curvetools2 here? I can't find it anywhere else and blenderartists.org isn't accepting my registration requests (via web and email). $\endgroup$
    – tobinjim
    Feb 10, 2014 at 23:17
  • $\begingroup$ @tobinjim OK. I've tried to upload it to Google dirve for you.See the updated answer. $\endgroup$ Feb 11, 2014 at 1:27

You must log in to answer this question.

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