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 Post subject: 2.48 Z Twist
PostPosted: Mon Oct 20, 2008 11:33 am 
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I'm perplexed that, for every release, the z-twist issue still exists for Bezier curves used as a basis for deformation or lofting.

Perhaps it really is a complex bug. I won't complain too exhaustively.


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PostPosted: Mon Oct 20, 2008 12:57 pm 
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what is the Z twist issue?


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PostPosted: Mon Oct 20, 2008 1:09 pm 
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In Blender, add a Bezier circle, scale it down quite a bit. Add another Bezier circle and give it a Bevel Object of the smaller, first one. Turn on 3D for the Big curve, TAB into Edit mode, select all the points, and rotate on X 90 degrees.

You'll see what I'm talking about if I've explained the right steps:
Image


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PostPosted: Mon Oct 20, 2008 7:22 pm 
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LOL and here I thought I invented a new screwup, so much for my originality, yeh I did that too shrugged and fiddled with the curves some more.


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 Post subject: Re: 2.48 Z Twist
PostPosted: Sun Jul 19, 2009 7:40 am 
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Idk if it's me or the new version,

but I tried my best to bug and glitch these curves
to get the famous z twist again....


....without any success :( :

Image




no....

it's impossible....


are you saying that curves finally make it out in the Great function party ? :D


GREAATTING TO THE GREEN SIDE AWESOME CURVES !!! :D :D

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 Post subject: Re: 2.48 Z Twist
PostPosted: Sun Jul 19, 2009 8:15 am 
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Goliath wrote:
Idk if it's me or the new version,

but I tried my best to bug and glitch these curves
to get the famous z twist again....


....without any success :( :

Image




no....

it's impossible....


are you saying that curves finally make it out in the Great function party ? :D


GREAATTING TO THE GREEN SIDE AWESOME CURVES !!! :D :D

Dose that mean you're coming to the dark side now goliath?
:twisted: :twisted:


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 Post subject: Re: 2.48 Z Twist
PostPosted: Sun Jul 19, 2009 8:35 am 
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I just checked it in 2.49.2. Still there!

1) Add a bezier circle object
2) Turn on 3D mode
3) Tab into edit mode, select all points, rotate on X 90 degrees
4) Add another bezier circle object and make it the BevOb of the first one
5) Shake fist at sky

Don't lose hope Golath, the z-twist insect hasn't left us. :wink:


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 Post subject: Re: 2.48 Z Twist
PostPosted: Sun Jul 19, 2009 11:34 am 
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AARRGRGRGGrgrggrgrgrrggrg



Quote:
Dose that mean you're coming to the dark side now goliath?



not yet I guess.... $!"&/)$&*("!

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 Post subject: Re: 2.48 Z Twist
PostPosted: Sun Jul 19, 2009 5:27 pm 
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Goliath wrote:
AARRGRGRGGrgrggrgrgrrggrg



Quote:
Dose that mean you're coming to the dark side now goliath?



not yet I guess.... $!"&/)$&*("!

But the curves bended to your will... is that not proof that it is your destiny? why fight your destiny goliath ...

damn apollos thatsa great technique for making ztwists ... and if you rotate the curve manually you'll notice it's like exactly on z... so i suppose a solution is never go competely vertical on atleast one axis and then when your don't makeing your curve then just rotate it in 3d untill there aren't any ztwists... then remeber the number in the bottom for the ammount you rotated it and then use that im object mode to rotate it back to where its supposed to be... because it dosen't deform when the object is moved on the global axis... its abit of a no8wire solution but it'll work XD


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 Post subject: Re: 2.48 Z Twist
PostPosted: Sun Jul 19, 2009 10:23 pm 
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Hamsterhill wrote:
... and if you rotate the curve manually you'll notice it's like exactly on z... so i suppose a solution is never go competely vertical on atleast one axis and then when your don't makeing your curve then just rotate it in 3d untill there aren't any ztwists...


That's exactly right. At least one axis should be free of any extreme curvitude (Yes I made up that word :D). However you can rotate the object all you want, it's only the data that needs to stay cautious of the third dimension.

Hamsterhill wrote:
... then remeber the number in the bottom for the ammount you rotated it and then use that im object mode to rotate it back to where its supposed to be...


Right again! A similar solution is to select all points and add a hook. Then you can rotate the twist right out of the curve by rotating the object. With the hook added, the curve itself won't rotate when the object's rotated, but the twist will change it's orientation, often getting rid of the twist altogether. It's hackish, but it lets you do what you suggested without needing to remember rotations. Once the twist is gone, you can apply the hook modifier and be done with it. 8)

EDIT: The key is to rotate the OBJECT itself to the orientation that most suits the curve, then you won't see z-twist at all unless you try to loop in the third axis.


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 Post subject: Re: 2.48 Z Twist
PostPosted: Mon Jul 20, 2009 4:25 am 
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But I wanna loop in all dimensions, even in parallel ones :(

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 Post subject: Re: 2.48 Z Twist
PostPosted: Mon Jul 20, 2009 11:17 am 
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Goliath wrote:
But I wanna loop in all dimensions, even in parallel ones :(


As do I, my friend, as do I. :( Although you may need to wait for the Quantum version of Blender in order to make use of parallel dimensions, or n-dimensional spaces. :P


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 Post subject: Re: 2.48 Z Twist
PostPosted: Mon Jul 20, 2009 11:19 am 
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The Quantum version's gotta be due out soon, hasn't it? Surely?

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 Post subject: Re: 2.48 Z Twist
PostPosted: Mon Jul 20, 2009 11:32 am 
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DaveC wrote:
The Quantum version's gotta be due out soon, hasn't it? Surely?


Let's hope so! Working in 3 dimensions is soooo last millennium. :P


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 Post subject: Re: 2.48 Z Twist
PostPosted: Mon Jul 20, 2009 12:29 pm 
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:lol: :lol:

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