Rotating the handles of bezier curves.
Running script in edit mode on default bez (blender 2.82)
There are some issues at play, eg what handle type you are using. I have set the type of both to 'FREE'
For example, here is a script to rotate both handles of point 0 of bezier curve by 45 degrees about the local z axis passing through the coordinate point.
Someone on this forum told me to select the BezierCircle, go to Object>Convert to>Mesh from curve
This would appear to be poor interpretation of advice, instead you should select your "Nurbs Path" object then Object -> Convert to -> Mesh from Curve.
If you are running the latest version of blender ( 2.81 ), then you could alterenatively right click the ...
Start with a clean mesh like gandalf3 shows, with no inner edges:
Step 1: Create a second row of edges along the rim using the edge loop tool.
Use the subdivision surface modifier:
Modifiers -> Subdivision Surface -> Catmull Clark
If needed, you can adjust the position of the edges in edit mode before applying it.
Even though I was able to get it to work with a particle system, it was pretty fiddly, so I think I have a better solution using a little scripting one-liner.
Make a backup of your blend file, in case something goes wrong.
Then, assuming your cubes are in a single collection called "Cubes", switch to the Scripting workspace and enter the following one-...
I Think one way is to create a particle system from your curve object, then group all instances objects (your 100 cubes) in a new collection, last calls the collection from the render option panel in your particle system as instances (collection not single object).Finally play with the settings.If you need an advanced tool to do that try Animation Nodes ...
So what you could do is:
First duplicate your curve to keep a safe copy somewhere. Now give it enough resolution, you'll have to make some tests but your mesh seems already smooth.
Convert your curve to mesh (header menu > Object > Convert To)
Select the edge where you want the slot to be, bevel with CtrlB, delete the faces, you have your slot.
Give your ...
You are having problems because the geometry is a mess. You don't want any of those elongated triangles.
I would try it like this:
DELETE all top faces.
See which of the vertical edges can be dissolved without losing detail. - Goal is to have relatively even spacing.
Select the outer edge (green/sharp in your picture) and inset it far enough to have room ...
what are you trying to do exactly? First you need to make some corrections: In Edit mode delete the vertex that is far away from your main plane, to do it select the plane with the lasso, then Ctrl i to inverse the selection and catch the lone vertex, then X to delete. Also in Object mode apply the scale of the plane and curve. Now as the plane is a bit ...
A friend helped me fix it.
Change bpy.context.object.data.bevel_object = bpy.data.objects["Coil_Circle"]
To bpy.data.objects['Coil_Curve'].data.bevel_object = bpy.data.objects["Coil_Circle"]
Because now it will correctly reference the curve we made
As far as I know this is currently unsupported, since curve geometry itself and Bevel Object are both part of Object Data.
maybe this will eventually be supported when Library Overrides project is merged, until then here are two workarounds.
Workaround 1 - Curve deform modifier
Use bevel objects on independent "dummy curves" with a simple straight ...