Bezier spline bridge tool in blender, is there anyone like this?

Hi folks,
I am too little experienced about all the modeling tools available in blender, but checking the loop tools for bridge and face bridging, I can not see this kind of control for a bezier bridge, maybe there is an addon to do the same? after selecting two faces, one on back side, and one on the right side…and run the command, it creates a spline bezier bridge between those two faces…with control handles, you add ctrl nodes by right clicking and ctrl right clicking on the node handle will delete it.

This tool was released 2008 for lightwave.

more info here…

It needs to be able to be controllable with spline handles between the faces, and preferably able to add handles which i can do by right clicking on the spline in LW for instance, I also need it to work with subpatch activated.
there is also an option for tension, which thins outh the middle part in the bridge.

This is the free AW spline bridge for lightwave, (no longer available I think, links missing)
Lighwave 2019 added a native spline bridge, but it´s not as good as this one, it´s quite bad actually.

So…I would like to get something similar in blender.

1 Like

there is the Fast carve addon that has some similar bridge curves function
might be doing most of what you describe

happy bl

Thanks, cool…but not exactly…it just aligns a spline/curve tool to the polys, it´s not really bridging between polys, so no…unfortunately not what I want/ need.

Edit…I noticed the remesh after, but I want clean poly merging here…with as low polycount as possible but with a simple subpatch switch…when needed.

but thanks I will probably download that anyway for other uses.

1 Like

By the way, wow, Art still making stuff for LW Modeler? One of my fav developers for LW. :slight_smile: Edit: Oh… oopps… I just saw the dev dates.

EDIT: And also just FYI from a development stand point. This would be classified as an extrusion. Blender has this ability with bridging polys.

But Blender can also add thickness and taper to a curve. And a curve can also use various settings as well as a profile object.

I am not a development expert but it might be well possible to combine these operators with python into a tool that let you bridge shape and taper with a curve at the same time. As well as interactively add segments.

The workarounds possible in Blender would require stacking modifiers. Would not be nearly as quick and interactive as this all around, and maybe missing a feature. But it would have the trade off of more flexibility and non-destructive workflow.

So the thing is, cool thing about these kind of modeler tools in LW Modeler is they are interactive, quick and specific. Even if destructive they let you model things quickly which is the plus side.

I am in favor of more modeling tools like this coming to Blender. Even if destructive.

I could probably construct a modifer stack with a few tricks I have up my sleeve to make something like this. If I get a chance I will give it a shot.

I like blenders curves a lot, especially when I can import from svg and inkscape, but be that as it may…the curve tools isn´t mesh editable unlesh converting the curve to mesh, and as such I wonder how smooth it would be to work with curves and trying to bridge it? I was given an example there in that thread where I asked about a similar tool…I haven´t tested it though…not exactly what I wanted though.

Lightwave also has another great tool called Px bezier spline, if you select polys from a mesh and run the extend mode, you can extend/extrude those mesh polys with bezier handles, also some nice snapping options and constraints and changable smooth and hard handles, I am not sure there is a similar tool like that either in blender…
Blenders curves otherwise…awesome since they can be changed non destructively as they are, but they do not merge or spawn from any mesh polygons initially, like Aw bezier bridge or Px bezier.

I used to use Px bezier for when doing welding seams 2011 back in the days when I was doing some gym renders for a company, so that was handy then, had I known blender then and blender would be in the state it is now…I would probably have used that I think, not sure.

Art sphere, his still alive…he was notified in a thread over at newtek when I complained about the new native spline bridge wasn´t as good as art´s Aw bezier spline bridge…I was about to re-install it and his links wasn´t working anymore, but I found it on external drives anyway…later art thanked for the notification of the missing link…

But as You say, guess his busy with other things now as can be seen with no updates.
Maybe his waiting to see if there will be any significant changes for the next Lightwave…will see, it´s the same with me…I am a bit careful not spending to much time with the investment in Lightwave either…like creating more tutorials etc…I wan´t to see what happens as many others.

When I start to draw curves…I would actually prefer how lightwave does it, I am not that fond of the handle display or how to extend curves or adding knots while plotting out a curve in blender… pz bezier is quite nice in how it works.

The problem with px bezier and the other modeling tools in LW…once dropped you can not reuse the tool, so you need to stay in tool mode and make sure that is then final before dropping the tool…so of course the flexibility to change at any time with blender is awesome.

But also…it´s not always needed to have that non destructive workflow, it will help and can be a life saver when you want to adjust and change something from the original shape of course.

That said, I have to work more with grease pencil and some other curve tools and get more accustomed to that, before stating that it´s easier to draw out splines in lightwave.

Was planning on doing some recordings of drawing splines in Lightwave for hair, then sending to blender and applying hairnet plugin on it, and thus making particleFX hair in blender for that, as a combo method to use if someone by any chance don´t like to draw guides in blender, and then there are some who asked for getting blender particle hair in to lightwave and use fiberfx.

It´s dead easy to do that…and I prefer to comb hair in blender, so that you could use to send to lightwave and with 2019 it works quite decently to get the hair in there and apply fiberfx without crashing…But a big Butt :slightly_frowning_face:
The fiberfx rendertimes is killing me, that is why I do not use it in lightwave for rendering hair.

you could bevel profiling out with a curve and a shape in blender as well, so this sample below is doable…I think, but it also has extend mode, so selecting two different polys from a mesh and extend it with a curve and twisting is also doable…but not seen here, and that I am not sure if blender can do…some addon perhaps, the px bezier curves when created, can be saved as presets and reloaded, to use as flat lines, curves, tubes or polys when you start the tool and load the preset.

Do I dare mentioning truespace…haha, not the addon for blender, but that oldy software had a macro recording option, so if you did a bevel in a curve form, you could save that, then select a poly…run the macro and a curve bevel from that recording would be made, quite nice, and I don´t think ivé seen similar in lightwave anyway.

1 Like

Yeah I agree often the best interactive and cool modeling tools are destructive. Even Blender has a few of those floating around. But over the years those workflows have been gradually moving to modifiers. Such as solidify which came with 2.5+

What I have found with Blender -if you are going to use workarounds - is you have to look at things from another angle. For example rather than extrude, you would array, followed by a curve. If you want extrude (bridge) from a face with taper it would be extruding the edges, then using array, then using a taper, then using a curve. Then with hooks and parenting to points and so on, you could have the ends of the curve snapped to another mesh… on and on with more tedious set ups.

But, in a case where you want to make something non-destructive or have a lot of them to do that then need to be updated on the fly at any time and come back, there are certain advantages to the time setting it up.