ai-auto-train-unreal-engine5.5-metahumans-vllms-reasoning-video-game-builder-app
/
active_spline.rst.txt
| ************* | |
| Active Spline | |
| ************* | |
| .. 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. | |