Questions on converting to mesh

Whenever I convert a beizer circle or nurbs circle to a mesh [alt + ckey]
and enter edit mode all the vertices are joined up and I end up having to manually go through them deleting edges.
Is there a way to convert to a mesh and just keep the outline vertices, without joining them to each other?

Oh and what are main differences between nurbs and beizers?

I admit it, I am a complete newcomer.

I´ll add one:

What is a nurb ??? :smiley:

AFAIK there is no way to do it other than the way you currently are.

BgDM

Workaround (for flat stuff)

Do the curve

Do the conversion

Extrude along the normal to the plane twice

Delete all but the central vertices (simple to do via box select)

Stefano

Another workaround

Do the circle

Back and Front buttons off

Increase Ext1 Button to 0.1 or something

convcert to mesh

delete the “second circle” of the tube in edit mode.

Forgot to mention: works for 2D and 3D curves

The maths and the nature of the control vertices (well most of the time)

I could write chapters and you wouldn’t read them. Don’t worry, play with them, you’ll get an intuition for their behavior quickly enough.

I´ll add one:

What is a nurb ???

I hope nobody understood this as being a joke. I actually have no idea what the definition of a nurb is and especially what i does better than a mesh or a bezier curve. the explanations on google were pretty techy, just in case you think I bother you with stupid questions before trying by myself.

Does this make me a forum nurbie?

I fixe the bad layout of my answer : I’d say pretty much the same thing to you.

They are defined by equations you shouldn’t be bothered with, unless you want to do some programming, and can do so many things, in such special way that the best for you is to take it one experience at a time and build a sense of what they do for yourself : you should be finished before dying if you’re young enough.

Jean

My attempt at a non-technical explanation:

NURBSes (NURBS is not a plural), meshes, subsurfaces, etc. are all ways of defining objects in 3D space.

NURBS - a method of mathematically defining 3D curves between points
mesh - a bunch of 3D points joined by straight edges and faces.

It’s kinda like the difference between vector and raster graphics. You can scale up a NURBS object and the curves will remain smooth, but if you scale up a mesh, the sharp edges in the curves will become more apparrent. In blender, using sub-surface on a mesh helps to ‘guess where the curve should follow’ and fill in that extra detail.

Man. That´s what I call an explanation which is short and tells you what is important. Only few can do that. Thanks. :smiley:

I think I’m right in saying that subsurfaces evolved from nurbs, which evolved from bezier or b-spline. Doesn’t really matter. But, to me at least, they all make sense if the control points (yellow in edit mode) are thought of as the cage and the curve itself as the ‘subsurface’. Which is what you’ll get when you convert a curve to a mesh (or a subsurf to a mesh).

%<

Thanks for the tips, things are working well now.
I have two more questions though.

  1. What is the purpose of the World button (“Add a new world”). Is it for setting the background picture for rendering or something?

  2. Multiple views: Is it standard practise to have multiple views on a workspace. Ie, side, top, perspective…If so how do you open extra windows to get these multiple viewpoints, I can’t see any buttons offering these options?

Again, I’d like to remind you that I’m not taking the piss. I am a complete beginner.
T

  1. it containts settings for the background colors, stars, mist, …

  2. move the mouse over a division of the screen and press the right mouse button

Martin

Would you mind expanding your answer on the World button. Is it THE background or what? How would you use it?

  1. move the mouse over a division of the screen and press the right mouse button

I don’t get you, when I press the right button it just selects the current object for translation…

To split the 3D window in two.
[Coming from the 3D window, bring the pointer on the small bar between the 3D window and another window. Click with the right mouse button. Choose ‘Split Area’. Place the light gray bar that appeared where you want the separation to occur and click with the left mouse button to set everything in place. ]

You can do this on any separation bar.

It is really just the conditions around you, in general.
It can be used to se a background although there are other ways and wouldn’t necessary make much sense for an interior scene.
It can be used to set the color of the sky, it has stars.
You can define mist and fog in it
and gravity (for the game engine)…

Detailed answers are all in the Blender Guide 2.0

Please, try to start new threads when you go on a new subject : the answers could be of use for other readers and a clear title would help them find them.

Jean

like I said, it contains the settings for the background color, so you just have to select ADD NEW.
It’s basicly like a material except that you can define two color: Zenith and Horizon color. If you activate the Blend option, the color of the material will blend from Zenith color to Horizon color vertically. If you activate the Real option, the blending is relative to the position of the camera (Zenith is in the direction of the poles of the Z axis and Horizon is on the XoY plane). The Paper option relates to texture you would apply to the world.

Try following these, I’m sure it will be more clear.

http://clubinfo.bdeb.qc.ca/~theeth/Temp/h1.png
http://clubinfo.bdeb.qc.ca/~theeth/Temp/h2.png
http://clubinfo.bdeb.qc.ca/~theeth/Temp/h3.png
http://clubinfo.bdeb.qc.ca/~theeth/Temp/h4.png

Martin

Think in a blender world like in the world around you…
What is the appearence of the things that are around you? How that things interact with you? The blender world doen´t have so much parameters to set the nature of your virtual world, but it sets both your eyes point of view inside your virtual world, as some physics parameters, simulating visible climate conditions, etc.
A scene without a world will have some object to object relationships, but nothing between them… The world will give to your scene some more volume, like if it filled all the empty spaces of your world with oxigen, water, fog etc. Your objects will have some relationships with these environment conditions too.

Correct me if I´m wrong, but isn´t it the Blender world?