My curve has a subd modifer and it appears quite smooth. But the plane which I set to curve deform is only taking unsubdivided curve into consideration.
Here is the subd curve
My curve has a subd modifer and it appears quite smooth. But the plane which I set to curve deform is only taking unsubdivided curve into consideration.
Here is the subd curve
Maybe the solidification went wrong (reversed normal) ?? Also: what’s teh armature doing… and then solidify ??
You may have to elaborate this to get a more suited answer.
Basically, following this: https://blender.stackexchange.com/questions/148794/can-anyone-help-me-rig-a-watch-escapement
Normals look all fine. I converted the curve to mesh then to curve again and it worked fine. But why the mesh was ignoring subd curve?
I didn’t looked oo much into this but with a spiral from then Curve Extra addons and a quick loooonngggg subdived cube:
you migth have to move it along the X-axis to get at a proper position… (and length).
SpiralSpring.blend (114.4 KB)
In your example, when I subdivide the curve, and the mesh, your model takes the right curvature and it is not jagged. In my model, it’s not taking subdivision of the curve into consideration!
Maybe you have to inspect this further… because noone else can see your trials…
Blender is really weak with working with curves. In fact your subdivided curve - is a mesh (so its cant be used as a curve guide), despite the fact what domen of object (like: mesh, text, curve, etc) didnt changed and it looks like a curve.
I.e. in blender curve + subdivision modifier is not something which will try to deal with a curve object, bezier points and so on. It will internally convert it to mesh, when subdivide (or mirror) that mesh.
The only difference is that you still with work with a basic curve object if you need to make any changes.
In fact your subdivided curve - is a mesh
It’s a curve. I added spiral curve from the curves menu and that’s why I was able to roll the mesh on that curve.
Anyway I have to convert it to mesh, apply sub-d, then convert to curve again.
Its not. In the moment you put any modifiers in your curve, you in fact looking at a mesh which represent the curve and all changes maded by modifier are happening on the mesh domain, not a curve. Yes, its still a curve object, if you tab to edit mode you will still worki with curve, but in object mode the things which you will see in the viewport - are mesh.
Thats an exact reason why you cant apply modifiers from the button on drop down menu, it will told you what you need to convert it to mesh.
And thats an exact reason why you dont see any results of your mesh deformation if you add a subd modifier on curve. The curve itself - did not subdivided at all and used by defoem modifier as is in its unchanged form.
Got it! So it will always stay like this?
Yup. Its a restriction which blender have unfortunately. So your way of converting curve to mesh and then to curve again are totally legit and correct.
Simply for subdivision you also can use a Subdivide command in edit curve mode + curve smooth command (if i correctly remember the name).