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3 Solutions! 1. Non-destructive method Add a curve "Circle" Add a text object and edit it to represent the text, font and size Set it to Vertical alignment to center, to have the text align at it's center along the circle Select the curve and adjust the Resolution U of the curve to a reasonable high value to get a smooth text later With the curve stil ...


5

Maybe, instead of the native curve bevel, you can use Array and Curve modifiers on a profile segment ..(blue section, below) The array can have 'Start' and 'End' caps (red and yellow). It's easier to use Constant Offset in the array. Adjust (here, in Z,) the positions of the caps in Edit Mode, until the 'Merge' in the array takes, before giving the array ...


5

You can do it without the curve modifier, with the screw modifier and a displace modifier :


4

The mesh and the curve need to start in the same place for best results. Your mesh is probably a bit offset. Set both origins to the same place Make sure both curve and mesh start at their origin point Done.


2

Already default Curve can be UV textured ... ... converted to Mesh - UV map is generated. I never used it, so sorry if I misunderstood the reason you asked for.


2

You can apply a bezier curve to a plane using the knife project tool. Heres my process: As a separate object, make the curve that you want (mine is pretty bad for a door): Next, covert the curve to a mesh using the "convert to" tool: Now, select first the curve mesh, and then the plane, go into edit mode, and do knife project: The knife project does it ...


1

Let's go one by one: Add the Mirror Modifier Go Curve > Toggle Cyclic, shortcut: Alt+C (but it will mess with the mirror modifier) Use Orthographic view and enable Snapping to Increment (with Absolute Grid snap) Add the Mirror modifier Toggle cyclic curve Set up Orthographic view (Front/Top/Side)


1

My solution was to make the curves as mesh and let the hooks be where they are. Then I creat new bones, that are attached to the hook. Now I can attache vertex groub to bone and then I can imoport the whole think.


1

One solution could be using a rig with according weight painting. Unreal should be able to import that. Also posting an image might help finding the right answer!


1

Two other tips more than Answers ... (thanks Lemon for Cycloid :) ) Particles Scene Properties > Gravity off, Particles Properties > Velocity > Normal zero). To keep all particles you can enable Render > Extra > Dead or increase Emision > Life Time. I just could not figure out, how to dense particles, they are appears on frame step, increase Sub-Steps ...


1

You can use dynamic paint, but as far as I know, this will alias a bit. So I propose to use Animation Nodes instead. For 2.8 you can find an experimental version here. The principle is to create a Bezier curve, set it to 2D, bevel it a bit and use it in Animation Nodes. Calculation steps: Take the moving sphere, its location and append it to the spline ...


1

The Curve Tools addon can also measure the length of a curve and may be easier to use if you're not already familiar with the Animation Nodes addon. To measure the length of a curve using Curve Tools: Enable the Curve Tools addon (under Edit > Preferences > Add-ons). Select the curve object. Press N to show the sidebar and click the Edit tab. Expand the ...


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