|
This may be a dumb question, but I can’t work it out;
I have a rigged mesh from which I extract a curve, this gives me a curve with linear knots that will follow the animation of the riged mesh. I now want to change this curve into a smoother curve (bezier) to do this I select the knots and change their type to bezier, so far so good. However the curve is still not curved, it behaves in exactly the same way as before. I think this is because the number of spans between each point is still 1. How can I change this?
I have a work around of selecting the curve and using “fit to curve” which creates a smooth curve that fits to the points of the linear one. However I would far rather be able to modify the first curve as I don’t want to clutter up my scene to much with an extra level of curves. There will be a lot of curves as I will be using them to direct the flow of feathers and hairs on a character and some scenes will have lots of characters.
Anyone know the solution?
Kane
Q: “What substance was Han Solo frozen in?”
A: “Carbonite”
Q: “Sorry the correct answer is, ‘who gives a sh!t.’”
|
|
|
|
There are several ways to change the curve.
You can change the degree of the curve (modify > curve > raise degree).
You can change the knot multiplicity (modify > curve > set crv knot multiplicity op (0,1,2,3).
You can reparametrize the curve (modify > Reparametrize Curve (uniform, non-uniform, chord length, centripedal).
You can change the converted bezier knots to (align bezier handles, align bezier handles back to forward, etc.) or,
You can clean your curve (modify > curve > clean and adjust the tolerance appropriately).
Try to play with these settings to see how they influence the curve, starting by setting the bezier knot to “align the bezier handles” or clean the curves and see what work best.
Hope that help!
Cheers!
|
|
|