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0

I figured it out! You have to press tab on the curve to go into edit mode, select all the points, then move it where you want it.


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Your idea with the curve isn't bad at all, but for the form of the log you need to alter the geometry as well, I would suggest, create the logo as one mesh, create the shape as simple as possible, in this case just use a plane create the outline, cut the angles with the knife-tool and keep it with only quads, it should be very easy to create this mesh ;-) ...


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I did some visual only tests and came up with .552285 of the percentage of the Bezier curve vertex locations. I made a 200 inch diameter circle with 128 segments. A Bezier curve with 2 segments will have the 2 segments vertex hit the circle (as close as I could tell from my closest zoom) with control point 1 at 0, 0, 0 and control point two at 100, 100, 0. ...


2

So, I read this question and try it myself, after lot of trials and errors, I found the settings that I think get close to the video are: Curve type: 2D, give it extrude value of 0.01m Remesh modifier with Sharp mode, Octree Depth: 5, Scale: 0.6, and Sharpness: 0.1 Shrinkwrap modifier with Offset of 0.01m This one is optional, but I think this is what they ...


1

If you create a single edge, and give it a Screw modifier through 360, with no height, and an Axis-Orientation object (the Empty, here): .. then moving the edge along itself towards or away from the axis will have the effect you're looking for. It can be done in Edit or Object mode.


0

An easy solution is to make a ring of vertices with no thickness, then add a solidify modifier. This way, you do not need to increase an array modifier because the vertices remain the same no matter the size. This will allow you to animate without the actual number of vertices changing, which would mess things up. This should work much better in the game ...


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The Array modifier can automatically adjust to the size. Just choose Fit Curve and select your Bezier circle.


2

Look at https://blender.stackexchange.com/a/172271/35559 for some updates or possible fix. Meanwhile, not really sure what's happening but even on a simple non cyclic curve, you can see the beltlink flipping orientation as it moves along the Y axis as soon as it reaches a curve control point (which is aligned and "flat"). May be a bug, something linked with ...


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Fill those petals in illustrator and after you fill that in illustrator application you will be able to fill that


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 ...


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You are using Face selection mode. Switch to Vertex or Edge mode to enable the first extrusion.


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)


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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.


14

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 ...


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 ...


0

I tried making a road doing the following and it worked fine. Create a curve for your road. Create a plane and in edit mode hit X and then “only faces”. Next convert the plane to a curve. Finally, go into the curve for the road and set the bevel object to a the Plane curve. This worked for me, so I hope it helps!


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 :


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!


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My good Buddy ClockMender has an excellent tutorial on this. \


0

On 2.8 go to Edit > Preferences > Addons and search for "Extra Ccurves". Then add a new object with Add > Curves > Spiral Curve > Archemedian and play with the settings.


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Create a sphere. Create couple of curves with depth Use shrinkwrap modifier on each curve. In shrinkwrap modifier turn on "apply on spline" on the top bar. You can animate wires with bevel start/end option in curve panel.


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