However, that doesn’t help my situation…
My mistake. Once you’ve made new centers for your curves you must undo the bad result by removing the name of the profile (the small circle in your case) from the BevOb button of the path and put it right back.
Am I already getting to the point where I forget those details so necessary to the beginners ? Euh… Yeah ? Strange feeling.
In theory, what I’m trying to do is take that small circle and make it extend along the curve.
Ok, it was your usage of the word “material” that confused me : in Blender, and CG in general as well, the word refers to something you wrap around your objects to make them look like you want ; it never refers to the matter that’s used to build things. CG is a world of illusions and one really has to learn to think opposite to what one’s own experience with reality theaches, in many instances at least. That’s something I disliked at first but I got used to it.
I’ll be kicking myself when someone points it out to me or I figure it out on my own.
Don’t you ever. Nothing is as obvious as it seems that it should be in CG. Some methods are a bit closer to the real world, but only marginaly. Puzzlement is the rule when beginning, at least for the first few months. Stick to it and stick to Blender : after a few month of it, it took me 4 day to grasp enough of Rhino, for example, to do useful work. A former visit to that software, prior to my initiation through Blender, had left me with very little hope.
As a side note, I’ve tried converting it (via Edit Buttons > Convert) to a Nurb.
The conversion always is imprecise. You’ll learn to start with the right curve from the beginning. A nurbs of degree 5 is prefered for an animation path for example.
Finally, in your project, you may want to jack up the value on the DefResolU button to get rid of the kinks in the legs shape.
Well, it was a long one to write in that small window, but you bring up some interesting point.