Hi IamInnocent. Thanks for the present.
<EDIT> Woo Hoo, just checked out your roller coaster blend file, very nice - that baby really hugs the rails
</EDIT>
I was playing with the first file you posted and found out something interesting:
Switch to top view,
Edit mode, select the top control point ( at the end of the pipe ),
Zoom in a bit,
Start Grab mode, and press your right cursor arrow key once to move the cursor slightly to the right. Hit Enter
Now when you look at the pipe in object mode, no twisted pipe. (I’ve moved the control point as little as 0.0004 which doesn’t even show up in the N’umber’ entry for the control point for LocX) In most cases I had to move the control point a little more to reliably get rid of the “kink”.
Though if you try to extrude the end point again, the kinks come back in greater numbers
<EDIT> I guess basically I’m doing the same as alicopey158 described and making the angle at the bend greater than 90 degrees. </EDIT>
Strange, it seems like this is causing some kind of discontinuity in the math for this feature.
With regards to your technique to avoid this, I just wanted to be sure that I understand you:
You add a path,
snap the 3d cursor to one of the control points,
and then rotate the rest of the control points a maximum of 45 degrees, then snap to the next control point and rotate the first control point 45 degrees to obtain the 90 degree bend?
<EDIT> Arrrg, I’m still doing something wrong; still getting kinks - when you express the angle did you mean between the control points or relative to the the normals/ hash marks?
</EDIT>
Also I was thinking that one could use the procedural modeling technique to avoid this situation perhaps.
http://www.ingiebee.com/tutorials/Digital-Mark.htm
Though it’s not quite as intuitive a procedure as just using BevOb, it does enable you to vary the scale throughout the “extrusion”.