ai-auto-train-unreal-engine5.5-metahumans-vllms-reasoning-video-game-builder-app
/
active_spline.rst.txt
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Active Spline | |
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.. admonition:: Reference | |
:class: refbox | |
:Mode: Edit Mode | |
:Menu: :menuselection:`Properties --> Curve --> Active Spline` | |
.. seealso: | |
:doc:`Active Spline </modeling/curves/properties/active_spline>` for curves. | |
The *Active Spline* panel is used in Edit Mode to control properties of the currently selected spline. | |
.. figure:: /images/modeling_surfaces_properties_active-spline-panel.png | |
:align: center | |
Active Spline panel. | |
Cyclic U/V | |
Like curves, surfaces can be closed (cyclical) or open, independently in both directions, | |
allowing you to easily create a tube, donut or sphere shape, | |
and they can be viewed as "solids" in *Edit Mode*. | |
This can be set per interpolation axis. | |
Bézier U | |
Makes the surface act like a Bézier curve. | |
The control points act like *Free* handles of a Bézier curve. | |
Depending on the *Order*, 3 or 4 control points form one spline segment. | |
This can be set per interpolation axis. | |
*Cyclic* and *Endpoint* must be disabled for this option to work. | |
Endpoint U/V | |
Makes the surface contact the end control points. | |
This can be set per interpolation axis. | |
*Cyclic* must be disabled for this option to work. | |
.. figure:: /images/modeling_surfaces_properties_endpoint.png | |
:align: center | |
:width: 50% | |
Endpoint U. | |
In the image below, the U interpolation axis is labeled as "U" | |
and the V interpolation axis is labeled as "V". | |
The U's interpolation axis has been set to *Endpoint* | |
and as such the surface now extends to the outer edges from | |
E1 to E2 along the U interpolation axis. | |
To cause the surface to extend to all edges, | |
*Endpoint* would be set for the V's axis as well. | |
Order U/V | |
This property is the same as with :ref:`NURBS Curves <modeling-curve-order>`; | |
it specifies how much the control points are taken into account for calculating the curve of the surface shape. | |
For high Orders 1 the surface pulls away from the control points, | |
creating a smoother surface by assuming that the *Resolution U/V* is high enough. | |
For lowest Orders 2 the surface follows the control points, | |
creating a surface that tends to follow the grid cage. | |
.. _fig-surface-intro-order: | |
.. figure:: /images/modeling_surfaces_properties_order.png | |
:align: center | |
:width: 50% | |
Order 2 and Order 4 surface. | |
For illustration purposes, in both Fig. :ref:`fig-surface-intro-order`, | |
the knot vectors were set to *Endpoint*, causing the surface to extend to all edges. | |
You can set independently the order for each interpolation axis, | |
and like curves, it **cannot** be lower than 2, | |
and higher than 6 or the number of control points on the relevant axis. | |
Resolution U/V | |
Alters the :ref:`resolution <bpy.types.Curve.resolution_v>` | |
of each segment by changing the number of subdivisions. | |
This can be set per interpolation axis. | |
Smooth | |
Use :ref:`Smooth Shading <modeling-meshes-editing-normals-shading>` for any 3D geometry. | |