Talk:Blender 3D: Noob to Pro/Deforming Meshes using the Curve Modifier

Adding the Curve modifier
Noob note: Whole tutorial worked fine and easy to follow, right up to the last step. I can't get it to deform to curve at all. :(

Noob2 note: Just the same with me. After adding the Curve modifier nothing happens.

Noob3 note: After I added a Curve modifier and pressed the "Y",the cone MOVED ALONG the Curve, not bent to it.

Noob4 note: This happened for me too, it just means you're aligning the cone on the wrong axis. Try using one of the other five (it was the x button for me, not y). also make sure that the curve is aligned to an axis, don't goof off too much in 3d view when making the curve, stay in top/side/front view.

(Wi_Tr Note: In order to obtain a deformation like the one shown above, be sure you've pressed the Y button located at the bottom row of Modifiers tab. This seems to inhibit deformations through the selected axis).

Noob5 (6 months training anyway) I found the X axis button on the modifier must be pushed to display the cone like shown.

Noob6: Make sure the surface of the cone has many faces as well - if you just extruded the cone tip like I did the cone will not twist at all but only follow the path. I ended up extruding the tip out some ways and then subdividing the cone a few times in addition to setting x as the axis of deformation. It worked then.

Noob7: If you can not get it to work select your curve and look in the lower left under links and materials. You must find the real name of your curve, mine said "Curve.001" the .001 is important it will not work without the entire name.

Thanks for the fix... somehow that got left out! *smacks forehead into desk* Apologies... chalk it up to a newbie tutorial writer. I think it's fixed now... Embri (talk)

Extruding the Cone
another reader: I found that it works to make a cylinder, Ctrl+R it into 10-ish segments, then select the circle of vertices on the top (use the B key, preferably). Press S, use the wheel to increase the selection radius to include almost the entire cylinder, and scale them to 0 (make sure the pivot is set to "Individual Centers" - that's close to the middle of the 3D View window header). This should squeeze the top of the cylinder into a cone and compress the segments below it by smaller degrees. The segments won't be of the same height, but the idea's the same. At least it's easier than extruding and scaling ten times.

reader note: I can't loop cut a cone (in Blender 2.48 - don't actually know why), as an alternative you can select all the edges that start from the tip of the cone (be sure to be in edge select mode) and subdivide/subdivide multi

reader 2: I found a much easier way to get the cone ready for the curve was to create the cone initially with a depth of 20, then do a knife multi-cut (k, multicut, 10). No extruding or scaling necessary.