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