Hello there, all. I have seen other programs that can “Loft” groups of vertices, say several circles spread out, to form objects, like a horn or tentacle.
I have two groups of vertices that I need to form faces between, but the “Shift F” tool doesn’t form the faces well enough. There are flat faces where there should be nice even slopes.
It is called lofting in the other program, but can Blender do this? What is it called in Blender? Am I going to have to have the same number of Verts in each group?
Ok. I think I figured it out, but it is different from the loft that I have seen. What you described works, but I have to subdivide and pull out alot of “creased” regions now. Thanks for the tip. Oh, and F works, but Shift F did a descent job too. I am running 2.44 by the way.
Shift+f, I believe, requires a closed curve to work. Plain f can connect separate curves, open or closed. Plain f also works with series of separated curves, if Blender can figure out what order they are in. Sometimes it helps to put one connecting face in first.
Actually, it seems 2.44 doesn’t require that both loops have the same number of verts.
This is loft modelling from other softwares. How can make this object in Blender? Can I make a smooth transition from from a circle to a square then to a star?
I don’t think it’s possible to loft from one shape to another easily like in Max (screenshot above). But Nurbs skinning should do the same thing as long as the number of points are consistent.
The BevObj and TaperObj also give some neat effects. (blend)
I have no idea. I don’t do nurbs. From what I’ve read in other threads, if you want to transfer your nurbs skills to Blender, give it up and learn polygon modeling instead. Blender’s nurbs toolset hasn’t been worked on much since who knows when, and it’s not very sophisticated or powerful.