Getting a curve to follow the surface of a mesh.

I have been messing around with Blender for a while now, but have only recently begun delving into character design and more “organic” shapes. As implied by the title I am looking for a quick & simple way to get a bezier curve or path to follow and adhere to the surface of a mesh object. Or barring that, a efficient way to model things like straps, tubing, and wire bundles that wrap around, and conform to, a character’s body.


So far I’ve been doing it manually and finding it to be a real PITA.

I’ve tried shrink-wrapping the curve to the mesh, as well as copying mesh topology lines and converting them into curves, but in both cases the results were jagged and un-prededictable.

ETA:
The effect that I am looking for is essentially a combination of this…

http://i.imgur.com/DTlZr.gif

and this…

http://www.projectrho.com/public_html/rocket/images/lifesupport/hullbreach.jpg

Thank you in advance for any asistance.

Use a bezier curve with face snapping turned on. In the Object Data tab for the curve, use “Shape: 3D” , “Fill: Full”, and under “Geometry” set your bevel distance to your liking, then (the key thing), use an “Offset” under “Modification”. Done.

Thank you for the prompt reply, not exactly what I was looking for but it does make doing modeling the paths by hand monumentally easier.

To get the path to conform to a surface:

  • select all points on the path,
  • navigate to a POV where you’re looking past the curve to the object,
  • turn on Snap,
  • Type of element to Snap to: face,
  • Project individual elements to surfaces of other objects (far right button in Snap section),
  • grab and try not to move the mouse.

This, combined with what Safetyman said will, I think, get the results you’re looking for.

did you tried the shrinkwrap modifire