BevelOb Problem

I’m using version 2.48a. I’m probably missing something simple, but my BevelOb’s are only appearing in 2 dimensional form when I apply a BevelOb to a bezier curve. The first image below shows my Bevel Object applied to a bezier curve. The curve have three control points. One at each end, and one in the center.

I’ve tried changing the Extrude, Bevel Depth and BevResol, but they don’t appear to have any effect. However I’ve changed the Width settings as shown in the second image. At Width: 1.000, the bevel object is flat. At Width: 0.5000 and it extends below the bezier curve’s plane. Anything more than 1.0000 and it extends above the bezier curve’s plane.

What might have I done wrong to my settings? Thanks.


You should have rotated your triangle in Edit Mode. Select your triangle, go in edit mode, select all the vertices, and rotate them on the X axis for example, see if it changes something on your Bezier curve.

Is your curve 3D? There is a 3D button for curves.

Thanks for the replies.

Yes they are in 3D. In the images above you can see my settings. And, everything scales nicely on the X axis. And as I move any of the bevel object’s control points on the X axis, the bezier curve reflects whatever X axis change I made to the bevel object.

However, my problem is my bezier curves won’t scale on the Z axis. The only time the Z axis is effected is when I adjust the width (X axis) using the “Width” setting of my bevel object (triangle) as shown in the second image above. But, as noted above, the Z axis won’t change when, in edit mode, I individually move the bevel object’s control points though.

I remember having this problem before (in previous versions of Blender). But I cannot remember how I avoided this problem.

Blendfile helps.

This is a sample blend file from 2.48a. I’m actually trying to make roadside guardrails. But I’m experiencing my problem anytime I try apply a bevel object to any bezier curve.


sknguy.blend (119 KB)


See attached - I rotated the control points of the profile in edit mode.

Best of Luck!


sknguy_FIX.blend (32.6 KB)

I looked at your file, and the objects both being 3d is unnecessary. I would recommend starting your bevel object as a curve circle and using ‘V’ to sharpen the corners, then delete on point to get the triangle. You could also use a bezier circle converted to polyline in edit mode, then position the points where you want them and delete the ones you don’t need, using ‘C’ to close the curve. The bevel object doesn’t need to be a 3d object, but your path should be.

Hope you get this working.

edit: Obi Ron beat me to it - he has your solution :slight_smile:

Ahh… Ok. Shall try that.

FYI, I’m modelling downtown Phoenix, circa 1990, for a racing game. Thanks guys.


sknguy, what are you using as a reference for scale? i have been doing some urban modelling, and was unable to find a general reference for say, how wide is a lane of traffic, how high is an average floor of a building, how long is a typical city block, etc. do you know of any such reference?

My measurements are by no means precise. But for the streets I’m just using googleearth, and crossreferencing that with photography and whatever else I might come across on the internet.

For buildings I’ve been mainly using and Although I have stumbled upon other good sites that have databases for buildings.

For best guesstimates you can use googleearth. With a building of a known height use the shadow it casts as a reference for other buildings. ie) a building of a known height casts a shadow of “X” length. Then measure the shadow of the building your modelling and crossreference the ratio of the building with a known height.

If you have photographs to cross reference you can use known objects in the photograph to give you very reasonable scale measurements. I afraid that I don’t know where one can get exact measurements unless you know a resident of the city.:slight_smile: I don’t know anyone in Phoenix, but I’ve since become very familiar with what building was built when in the town.