| abstract:In this tutorial I will introduce the curve-modifier and create a sculpted helix. The tutorial works with Blender 2.49b and Jass2. |
intended audience:
- Creators of “sculpted prims” for Second Life and similar environments
- Blender novice (low/mid level skills)
prerequisites (*):
- download: jass-2 (binary distribution, contains blender-2.49b, python-2.6.4, primstar-1.0.0 and more)
related tutorials:
- Blender primer (First steps in blender)
Separate Downloads:
(*) If Jass-2 is not an option for you, you can download the prerequisites separately:
Transcription
Hello and welcome!
In this tutorial I will introduce the curve modifier and create a sculpted helix.
Please take care to work in front view, otherwise you will face unexpected distortions.
I also assume that you start in object-mode.
In step one let us create a helix-curve.
I will use the screw-tool for this step.
start with an empty mesh.
Hit the space bar, then click: add, mesh, empty mesh.
Now go to edit-mode and add 2 vertices.
Hold down the control-key and press the left mouse button
where you want to create the vertices and then select the whole edge.
Note that the relative position of the vertices determines
how the helix will be oriented in the 3D-space.
Now locate the screw-function in the edit-button panel.
right below the function-button you can specify the number of turns.
I will set it to 3.
Then i click the screw button.
Use the alt-key, and press the right mouse button ,
to select one of the vertex edge-loops.
Use the delete key , to delete the edge loop.
Now we have a connected set of edges.
Let us select all vertices and subdivide them one time.
then smooth the curve a bit,
And finally stretch it along the z-axis.
Now go to: Mesh, Scripts, Edges to Curve.
By now we have created yet another object.
To see that ,
move the currently selected object upwards along the z-axis.
then go to edit mode.
You see that the object contains a path , decorated with a set of arrows,
all pointing towards the path direction.
Rename this object to: helix-path.
go back to object-mode,
select the secnd object ,
and delete it.
We do no longer need it here.
Now we have mastered the first part.
Keep the new path , in the background,
go to front view,
and add a cylinder sculptie.
Use 4 faces in X, and 16 faces in Y.
Set 2 subdivision-levels,
enable subsurf,
and ensure that you use the catmull-clark smoothing.
Unfortunately primstar sometimes makes wrong assumptions,
when you enter the numbers by hand.
Then it marks the numbers as wrong ,
by displaying them on a black background.
If this happens to you,
then de-crease one of the face-counts with the adjacent arrow-down-key,
and increase it again.
Now primstar has corrected the data,
and you ? can Build the object.
Let us inspect the cylinder in edit mode.
ro-tate the mesh so that it can later be enlarged ,
by scaling it along the x-axes.
Also make it a bit slimmer by pressing s, shift X,
and scale-down the cylinder-radius.
So far we have mastered the secnd-part.
and now we will proceed by connecting the cylinder with the path ,
by using a curve-modifier.
Go to object mode.
Then locate the Modifier-stack,
and add a curve modifier.
When the object is moved along the dominant axis, namely the x axis in our example,
then it actually will be stress=yes bended along the path.
And it also will be bended along the curvature.
Since our goal is to create a helix along the entire path,
we only have to scale the cylinder along the x-axis.
And its curvature will automatically follow along the path.
When the object-size along x exceeds the path lengs ,
then the object ends up in a straight line.
Let us see what happens when we apply the modifier right now.
First we get a warning,
that the selected modifier is not the first on the modifier-stack.
Note, that the modifier-stack is always processed from top to bottom,
And the order of processing influences the resulting mesh.
Applying a modifier further down in the chain, effectively is equivalent to moving
it on top of the stack. Hence the order of processing will be changed,
and unwanted distortions may appear, as we can see here.
Let us revert this step, and see what
happens when we just change the order of the modifiers.
You can do this by using the small up-down-arrow keys available on each modifier .
Indeed now we see the exact same distortion as before ,
when we applied the modifier .
Let us now-rearrange the original modifier order.
We will now apply all modifiers from top to bottom.
And now we no longer see any distortion.
When we go to edit mode, we also see that now all sculptie vertices
have been created.
Now we can safely bake the sculptmap.
Keep the default settings, and bake.
Now let us examine the baked sculpt-map.
Ensure, that you go to object mode.
in the UV-image editor click: image, import as sculptie.
Move the sculptie a bit along the x-axis,
and check it for errors in the mesh.
You also can Set smooth. This will let the object appear
similar to how it will look in Secnd life.
Unfortunately we face another bug in this step.
The object will be partially rendered in black.
To fix this, go to edit-mode, and immediately return back to object mode.
Now the display is corrected.
Now let us see, how this helix looks in second life.
I have shown you ,
how you can create a helix , by using a curve-object.
The important step was about converting a set of mesh-edges , to a proper curve.
We also have seen,
how we can apply a curve modifier to a sculptied prim,
and we know now,
how we can examine the quality of a sculptie ,
before we actually move it to Secnd life.
If you have any further questions, please ask me for help.
And do not forget to send me a small donation, if you like this tutorial.
see you later!







Bit sorry but i find it not so helpfull …got latest version and at lesson 2 for 2 days
1 where the fook is that rebake thing couse i cant find it for the likes of it .
2 i get the red band finaly (18 time i did that ) l, relocated band bla bla until
we get at part of UV Map , once we get there mine button is already on the second map (on)
Did What you did made sure both are on … saved acsactly as tutorial did and when we go back to Object Mode and time to rebake …nada …i get same hat but no color stil white .
Or did i miss piont of making Sculpt and texture at sime time …if so why rebake if texture is saprate from prim making
got version 249.2
pls some help would be apricated
I am working on a sculpt mesh and wanted to sculpt it with a curve, but now that I have the curve I cant edit my sculpt mesh anymore, what am I doing wrong? There used to exist other modes besides object and edit modes, like sculpt mode, but now only obj and edit exist (this always happens when I create more than one object). Look forward to hearing from you. Yours faithfully, Romano.
Problem solved
I was told to simply go to edit mode and right click on the sculpt mesh and then go to edit mode, for some reason using b and drag over it was the problem.
Oh! I answered my own question – It is important that the Modifier be applied to the object named written exactly as the first time- meaning, helix path is NOT the same as Helix Path. That is why it wouldn’t work for me but it did when I copy/Pasted the name – whew I can continue
I am doing fine right up to, “Go to object mode.
Then locate the Modifier-stack,
and add a curve modifier.
When the object is moved along the dominant axis, namely the x axis in our example,
then it actually will be stress=yes bended along the path.
And it also will be bended along the curvature.
Since our goal is to create a helix along the entire path,
we only have to scale the cylinder along the x-axis.
And its curvature will automatically follow along the path.”
I have renamed to Helix path and when i follow your instructions of tab to complete nothing happens as if I had not created the Helix Path Object. Right then I hit a brick wall and cannot apply the curve to anything. It simply will not let me proceed from there. Please help. Thank you.
Awesome tutorial. Curves are incredibly powerful in Blender. Having a way to apply a sculpty mesh to one, omg! Any shape you could make out of a rl tube/rope/string/plant-root can now be a sculpty!
There are Blender (non-sculpty) tutorials on things like dupli-verts that will be very useful for applying this technique, hmm perhaps a sculpted leaf at various nodes along a curve/plant-tendril…
3 days of intermittent study and the sun rose to display the “make real” button, that did the trick. Now I can bend in many directions.
great tut as usual, but I am looking for a way to apply curve modifier several times to produce complex curved prim. Any suggestions? Seems I cannot apply and then move on and apply a new curve. I either get refused or loose first curve, sometimmes trying to use alt-P and keep-remove it either doesn’t work or removes….HELP Please.
Hello Gaia, when i click Ctrl LMB i dont get to add Vertices anymore it just moves the Pointer Target to where i click (its like the CTRL button has stopped working) any ideas what may have happened?
another fantastic tutorial thank you.i’ve been experimenting with .hdr images and light probes for rendering and baking textures…im sure something along those lines would be very exciting for sculpty makers .
keep up the fantasic work,i hope people will support you with donations,i’ve sent you one in sl.
best wishes Trish