They are called splines in blender tool, but one curve object can contain multiple splines. The type is then decided per-spline, not per curve (object). So in Blender splines are the sub objects of curves, and they can be of type POLY, NURBS or BEZIER. Iinterpolate will show up in the menu, as soon as your active spline actually uses different point radii (thickness) or tilts. If not I just hide it. Right now it just wraps around Blender native interpolation, and that does not work based on distances. I will likely create a distance based interpolation mode, that will work with your initial lower res curve too. Blendulate already interpolates too actually, and does it properly based on distance. Tilt is for interpolating the per-point rotations, and it's not limited to bezier splines. Select a point and adjust tilt via Ctrl + T for instance, reset via Alt + T. Adjusting tension is available in the Blendulate modal too, just hold down the T key, and move the mouse up/down. You can merge from Blendulate too, either by moving the mouse to the left enough, or by toggling it via M. The undoing is a Blender oddity, and there is nothing I can do about it, unless I create dedicated operators to adjust the depth or extrusion props of a curve object. Right now I'm just exposing native blender properties here, and when you adjust them in edit curve mode, they don't seem to create proper undo-able events. Symmetrize and Align are already on my TdDo list and will come for sure. Multi-point blendulating is tricky. The error you are getting is not related to it, but is due to your curve segments(out side of the selection) not converting to point, not even roughly, they are just forever parallel. The exeption will be fixed in the next update. Multi-point blendulating is tricky, because how do I decide if 2 points should be part of one blend, vs creating a new radius for each one? Right now, you can repeat the previous blend on another point by holding ALT while clicking on Blendulate in the menu though, so that shortcoming can alleviate that a little. Almost everything is possible, just needs to be built :) Terrific video, thanks for doing this. Great suggestions. I made notes. Thanks for the rating on BM too, much appreciated.
Thanks a lot for your comprehensive explanations, they are really helpful. I tried some of the things you said and noticed that, like with other tools, there's info on additional shortcuts for options available while, e.g., beveling at the bottom of the viewport. Totally missed those. D'uh. Also, I understand the interpolate feature a little better now. I'm really happy to hear that symmetrize is on your to-do list. This is such a great feature in MeshMachine. I don't know anything about writing add-ons and I wasn't sure whether something similar can be done for curves. Not so happy to hear that beveling multiple vertices in Blender is indeed a problem. In C4D beveling multiple spline points has never been an issue, at least back when I was still working with it. But Blender is a different beast, I guess. The tip with the ALT key is cool, thank you! That is a nice workaround and totally fine. Thanks for your kind words on my video. I was really happy to do it because CurveMachine is a great addition to the curve modeling tool set, it was one of things I was missing in Blender, and I'm sure there's a lot of people who will appreciate this tool, too, once they become aware of it. I believe that you would have been the better person to do a video though. :-) The rating I gave you on BM is well deserved. I've been a fan of your add-ons since I started using Blender, I literally use them all the time, and along with Boxcutter and some of Kushiro's add-ons they were a big incentive for me to make the switch to Blender and leave C4D behind. You guys are doing a great job making Blender a much more pleasant experience as far as modeling goes. Looking forward to the updates for CurveMachine! Thanks again for taking the time to post a comment and all your explanations, I really appreciate it!
@@acadgatsu Not sure if I understand your question. According to the developer (see his comment above), beveling multiple vertices on curves seems to be complicated and it sounds like it is uncertain whether such a feature can be realized. He provided a workaround for adding the same bevel again on other vertices though. Once you applied a bevel to vertex, you can hold down the ALT key when blendulating the next one, and this will give you the same bevel as the previous one. I just tried it and it works and is a useful workaround, provided you want to quickly apply the same bevel to a number of verts.
@@Wolf-4D I just meant a manual toggle when we do want to blendulate 2+ verts individually we could hit a key specifying for curve machine to treat the selected verts as individual blendulates.
They are called splines in blender tool, but one curve object can contain multiple splines. The type is then decided per-spline, not per curve (object). So in Blender splines are the sub objects of curves, and they can be of type POLY, NURBS or BEZIER.
Iinterpolate will show up in the menu, as soon as your active spline actually uses different point radii (thickness) or tilts. If not I just hide it.
Right now it just wraps around Blender native interpolation, and that does not work based on distances. I will likely create a distance based interpolation mode, that will work with your initial lower res curve too. Blendulate already interpolates too actually, and does it properly based on distance.
Tilt is for interpolating the per-point rotations, and it's not limited to bezier splines. Select a point and adjust tilt via Ctrl + T for instance, reset via Alt + T.
Adjusting tension is available in the Blendulate modal too, just hold down the T key, and move the mouse up/down. You can merge from Blendulate too, either by moving the mouse to the left enough, or by toggling it via M.
The undoing is a Blender oddity, and there is nothing I can do about it, unless I create dedicated operators to adjust the depth or extrusion props of a curve object.
Right now I'm just exposing native blender properties here, and when you adjust them in edit curve mode, they don't seem to create proper undo-able events.
Symmetrize and Align are already on my TdDo list and will come for sure.
Multi-point blendulating is tricky. The error you are getting is not related to it, but is due to your curve segments(out side of the selection) not converting to point, not even roughly, they are just forever parallel. The exeption will be fixed in the next update. Multi-point blendulating is tricky, because how do I decide if 2 points should be part of one blend, vs creating a new radius for each one?
Right now, you can repeat the previous blend on another point by holding ALT while clicking on Blendulate in the menu
though, so that shortcoming can alleviate that a little.
Almost everything is possible, just needs to be built :)
Terrific video, thanks for doing this. Great suggestions. I made notes.
Thanks for the rating on BM too, much appreciated.
Thanks a lot for your comprehensive explanations, they are really helpful. I tried some of the things you said and noticed that, like with other tools, there's info on additional shortcuts for options available while, e.g., beveling at the bottom of the viewport. Totally missed those. D'uh. Also, I understand the interpolate feature a little better now.
I'm really happy to hear that symmetrize is on your to-do list. This is such a great feature in MeshMachine. I don't know anything about writing add-ons and I wasn't sure whether something similar can be done for curves. Not so happy to hear that beveling multiple vertices in Blender is indeed a problem. In C4D beveling multiple spline points has never been an issue, at least back when I was still working with it. But Blender is a different beast, I guess. The tip with the ALT key is cool, thank you! That is a nice workaround and totally fine.
Thanks for your kind words on my video. I was really happy to do it because CurveMachine is a great addition to the curve modeling tool set, it was one of things I was missing in Blender, and I'm sure there's a lot of people who will appreciate this tool, too, once they become aware of it. I believe that you would have been the better person to do a video though. :-)
The rating I gave you on BM is well deserved. I've been a fan of your add-ons since I started using Blender, I literally use them all the time, and along with Boxcutter and some of Kushiro's add-ons they were a big incentive for me to make the switch to Blender and leave C4D behind. You guys are doing a great job making Blender a much more pleasant experience as far as modeling goes.
Looking forward to the updates for CurveMachine! Thanks again for taking the time to post a comment and all your explanations, I really appreciate it!
I could use the multi-point blendulate as well. Could that be a manual toggle when wanting to blendulate 2+ points individually?
@@acadgatsu Not sure if I understand your question. According to the developer (see his comment above), beveling multiple vertices on curves seems to be complicated and it sounds like it is uncertain whether such a feature can be realized. He provided a workaround for adding the same bevel again on other vertices though. Once you applied a bevel to vertex, you can hold down the ALT key when blendulating the next one, and this will give you the same bevel as the previous one. I just tried it and it works and is a useful workaround, provided you want to quickly apply the same bevel to a number of verts.
@@acadgatsu Yes, that's the only way to do it as far as I see it.
@@Wolf-4D I just meant a manual toggle when we do want to blendulate 2+ verts individually we could hit a key specifying for curve machine to treat the selected verts as individual blendulates.
Where are you, come back! Really great vids, another level!
Thank you very much! I'm currently taking a breakl from all that 3D stuff. I'll probably come back eventually, but it'll likely be a while.
Great review!
Thank you!
You just need some help to make this Chanel big.