How can I manually fix a twist in a curve/BevObj?


It’s problem time again. I learned a trick a while back for adding depth to a piece of cloth. You create a curve and BevOBJ a biezer circle around it (usually reducing the resolution to 1 on the bezier circle.

I did something a little better though. I work on low-poly meshes and rather than modeling a curve, I take the edges of my mesh and convert them into a mesh. After I’m done with the BevObj, I will convert it into a mesh and merge vertices until it is all part of the cloth.

However, I’m running into a problem. For some reason when I do this, I always get a point where the curve twists the bevel around. Usually only in one or two spots. I was wondering if there was a way that I can manually spin the axis of a particular point in the curve to fix this issue? Or is there a way to prevent this?

Mainly, I want to know what can cause this? I’ve tried flipping normals and squaring off triangular faces before I convert the edges into a curve. Nothing makes a difference.