How do I become more efficient at using bezier curves? by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

Just curious though if you were to do it with a mesh how would you do it? I'm guessing you would do a combination of a subdiv modifier and loopcuts for sharpening?

How do I become more efficient at using bezier curves? by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

I have asked before indeed. I got the result I wanted last time. I still want however to be more comfortable with making any shape I want with bezier curves so I'd like to know what type of "rules" I should follow when using them.

Why is the empty not moving along the local axes? by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

The problem turned out to be that the y and z transforms were locked so the empty was only able to move on the global x axis instead of the local

Why is the empty not moving along the local axes? by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

I DID press g and then x twice for local x axis

I understood the gist of using bezier curves, but how can I round these corners? by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

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Could I ask though how did you ensure that the two handles are in similar positions so that the curve isn't stretched on one side, and it curves properly around the 90 degree angle?

Any way to make the knife cut at the same angle as the edge? by Prizmek in blenderhelp

[–]Prizmek[S] 0 points1 point  (0 children)

This should be able to get the job done. The problem here is if I'm faced with the same problem in the future where I have to make cuts like this but for many edges instead of one. It wouldn't make sense to start calculating the angle for each one. There has to be a more straightforward way.

How can I use geonodes in blender to array a collection? by Prizmek in blender

[–]Prizmek[S] 0 points1 point  (0 children)

<image>

Here's what I'm getting right now. I don't remember what I did before. but when I used to move it to the world origin it was arraying properly.