Game Editing > 3D Modeling & Content Creation
Bsurfaces and Line conversion in Blender 2.6.9
kat:
As for the additional questions: I'm not entirely sure what you're trying to do but if you're simply wanting to select nodes from two separate line elements (both being part of the same Object), you're likely going to need to guess which points form a 'valid' cross-section (assuming they haven't been bridged with faces yet - without faces or other connecting element to indicate which nodes form a pair), guesstimation is pretty much the only option available, assuming both lines have the same node density.
Read the documentation linked above to find out how to convert 'line' types.
I don't know what a "path path" is. Are you talking about "Add > Curve > Path"? Or using one of the 'Curve' types as a path? But, as mentioned above, and as far as I'm aware, it's not possible to convert any type of Curve into a Grease Pencil line because the two (Grease Pencil and Curves) fundamentally don't work, and are not represented, the same way in Blender - once you've created a Grease Pencil line it's effectively non-editable, notwithstanding the basic "Draw" and "Erase" tools, unless converted into a Curve.
What might be better is to describe what you're trying to achieve (what you're using Grease Pencil and Curves for) along with screenshots... it's kind of tricky to figure out what you're trying to do and reading what you've asked it looks like you might be trying to do something that isn't designed to work the way you want it to.
Slight Off-Topic: with regards to your solving your initial BSurfaces question; when you find a solution to a problem it's always a good idea to post a summary with respect to what you did to solve it. Not only does that help other people, it also completes the support process so questions don't remain unanswered.
Zachary1234:
I use bsurfaces to interpolate between two edges to create a curved surface. However, bsurfaces only runs between two Grease Pencil Lines. When it comes to non-straight lines, Grease Pencil is only freehand. I need to add bezier to get the dual manipulator handle points to get my desired curve precisely correct, minus any freehand jitters. However then, I can't start bsurfaces between my bezier and a second line.
-So, how do I convert backwards from a bezier to a Grease Pencil line, if that is the only way to execute bsurfaces add <surface>?
-How can I do similarly between a straight line <path> already in place, to a bezier and then Grease Pencil, or to Grease Pencil directly?
kat:
OK I see what you're trying to do and to be honest you are completely misunderstanding the tools, their capabilities and how to use them. Grease Pencil, as outlined in the documentation allows for the 'freehand drawing' ('sketching') of three different types of line;
* totally freehand (like using a pencil) using "Draw"
* a "Line" (like drawing a line against a ruler)
* and "Poly" (similar to 'join-the-dots' drawing)Knowing this, what you are trying to do is not possible because you are converting a Grease Pencil line into a Curve to manipulate it into position then expecting to be able to convert that back to continue drawing. It doesn't work like that, at all, because (for the third time) Grease Pencil lines are not the same kind of editable Objects as normal Objects (like Curves and Mesh primitives).
There are two approaches you can use to do what you want, based on what it appears you are trying to do.
* 1) you either draw the item you're after in it's entirety; converting the final 'sketch' - using "Grease Pencil" sub-properties ("N") - into a "Path", "Bezier Curve" or "Polygon Curve" for further finite editing and manipulation; finally using the mesh tool on the completed Curve.
* 2) or you draw the 'sketch' line by line, converting, editing and manipulating each drawn stroke as you go (one at a time). Once you have the final collection of Curves you can then "Join" them together to form a final, singular, Curve based Object that's able to be edited further.In both instances, once you have your Curves finalised you use the mesh tools to generate, edit and manipulate surfaces based on the type of Curve you're created and the number of vertex points it contains.
And if you need to add more Grease Pencil details you add another Layer, draw, convert and "Join" where appropriate. It's actually pretty simple and flexible procedure.
Zachary1234:
-Yeah, that is right. You can't so much alter anything to anything in place; you have to use a process of composition involving the numerics, <n> panel. Using one and two dimensions in comparison to other things, perspective at a time.
-Though, is this business of altering one edge into any form, and back to any form, on the cards for the future of Blender? It would be the major thing differentiating it from a commercial product, and if included, even as an addon, would drastically make things faster. Like:
{-Path to bezier edit handles, with co-connected final end points in place.
-A series of path points into a single or series of corelative bezier points, with co-connected final end points in place.
-The ability to do this on either a plane/nurbs surface edge in face construction, and to use the bsurfaces stuff or similar to correlate a combination of smooth nurbs surfaces on a face to directly create ripples.}
-Though, is there anything to easily create ripples on planes?
Moving along, though..
-If I have a composite path, with a series of dots throughout that I can <shift> select, When it comes to a number dots in a row anywhere, how do I select two endpoints, and also select all the dots along in between?
kat:
There are a number of different selection options available in Blender when working with curves (using "Ctrl+NumPad Plus (+)" or "Ctrl+NumPad Minus (-)", including changing the behavior of node handles, just as there different ways to edit Curve nodes depending on what you're doing. There are also different ways to edit "Surfaces" constructed from Curves, depending on what you're doing. And as highlighted in previous posts above, Blender is quite capable of converting Curves into many different types of 'Object' including Meshes, it all just depends on what you're trying to do, ones understanding of the tools and how to actually do it once that is known - right now it seems you're button mashing and trying to brute-force Blender into submitting to your will because you can't get it to work the way you want it to :o
For ripples you can generally physically model them or use some form of displacement modifier; either node based (render-time), or physical (actually affects the mesh). Also research 'Cloth' of 'Sea' simulation scripts and tools available in Blender as well.
Please do take the time to read through the documents linked to directly above, and the information previously posted, in relation to what you're doing, it will better your understanding of the tools and their capabilities with the added bonus of helping you use the correct words and terminology when asking for help - right now your posts take a considerable amount of precious time and effort to decode before they can be answered.
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