I’m not that well versed in Blender so it might be something obvious that I’m missing. Still I consider this pretty strange though. I used 2.37a and 2.40 and both have the same behaviour (I don’t call it a bug yet, you see? ).
I created a Mesh-Cylinder with 32 vertices. Then, in vertex mode, I selected the top vertices and pressed E -> Region and extruded the set upwards a bit, to make the cylinder longer. I did this several times, so I got 5 set of vertex rings between the ends of the cylinder. The I selected the ring in the middle and pressed S to scale the ring and make it larger. Now when I switched back into model view, this is kind of strange. Because the model looks continous as long as the scaling is small enough that the angle between on set of vertices and the next one is not to steep. As soon as the angle gets to steep, the model suddenly get’s holes and a single flat line where the vertex ring is located.
I created a series of screenshots to document what I mean.
The model looks like this in all views, so it seems to be not only a glitch in the window. I’m using an ATI Radeon 9800XT with a rather new set of drivers.
What I try to achieve is this I want to create the feet of the stool. If there is a better way to achieve this I would be pleased to hear about it. From Maye I know that you can draw a spline and then create a rotational object or another method is to create moltuiple splines and then the object is generated by following them. I don’t know if this exists in Blender as well because I tried to search for something similar, but haven’t found anything.