Blender 2.7 Tutorial #58: Extruding a Path & Bezier Curves


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In this Blender 2.7 Tutorial #58 I cover:

– How to Use & Edit bezier curves objects
– Different types of handles & how to use them on bezier curves
– How to create a letter (‘G’)
– How to convert a curve to a mesh (alt-C)
– How to extrude a curve using a circle or a custom shape (to make a curved/twisted wire/rope/cord)
-How to use the Taper feature to make an extruded curve object become thicker and narrower at different points

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Also check out my Blender Game Engine Basics Series playlist:

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37 responses to “Blender 2.7 Tutorial #58: Extruding a Path & Bezier Curves”

  1. Absolutely top Blender tutorials. Thank You so much for making blender understandable. It is my hobby from time to time because of You. It is very good 3d software however needs a lot of good explanation at the beginning. Starting blender is like sitting in a jet for the first time with manual in Chinese, but after couple of weeks it is just fun. After understanding some core basics, going further is super fun. Like flying a jet..i guess.

  2. THANK YOU! For this tutorial. I watched a couple other curve tuts and didn't understand WTF was going on and I thought I bet BornCG knows hows to explain this well, and well, I was right.

  3. In the Add curves Section on the tools bar on the left side how do i lock it to a specific axis like in adobe photoshop if you hold Shift and then draw it will be locked on that axis sadly blender doesn't have that is there another way to lock the freehand draw curves to a specific axis that would be nice?

  4. Is there a way to cut a curve? I've tried split and separate but they need more than one point selected. No big deal Just thinking if there was a better workflow. Also can a point be dissolved? And one other thing I m trying to do is to copy and paste curves together. Joining them and filling between seems to work but I don't see a method for merging two points. Thanks very much for the videos and any extra time you can spare.

  5. But one thing you should have mentioned here is that BLENDER"s curve implementation ,especially NURBS and also a bit of BEZIER,is quite weak compared to 3DS MAX or MAYA who in turn have a much weaker implementation compared to RHINO

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