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	<title>利用者:Mats Halldin/Sandbox/25-Curves - 版の履歴</title>
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	<updated>2026-06-10T03:45:32Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Mats_Halldin/Sandbox/25-Curves&amp;diff=104569&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:43:15Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:43時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Mats_Halldin/Sandbox/25-Curves&amp;diff=104568&amp;oldid=prev</id>
		<title>wiki&gt;Mats Halldin: /* Curves */ typo</title>
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		<updated>2011-04-23T11:57:04Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Curves: &lt;/span&gt; typo&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.5||Doc:2.5/Manual/Modeling/Meshes/Remaking the Topology|Doc:2.5/Manual/Modeling/Curves/Editing}}&lt;br /&gt;
&lt;br /&gt;
=Curves=&lt;br /&gt;
Curves and [[Doc:2.5/Manual/Modeling/Surfaces|Surfaces]] are objects just as meshes are objects except they are expressed in terms of mathematical functions, rather than as series of points.&lt;br /&gt;
&lt;br /&gt;
Blender implements both Bézier curves and Non Uniform Rational B-Splines (NURBS) curves and surfaces. Both are defined in terms of a set of “control vertices” which define a “control polygon”, though each follow a different set of mathematical laws. The way the curve and the surface are interpolated might seem similar, at first glance, to Catmull-Clark subdivision surfaces. The curve is ''interpolated'' while the surface is ''attracted''.&lt;br /&gt;
&lt;br /&gt;
When compared to meshes, curves and surfaces have both advantages and disadvantages. Because curves are defined by less data, they produce nice results using less memory at modeling time, whereas the demands increase at rendering time.&lt;br /&gt;
&lt;br /&gt;
Some modeling techniques, such as extruding a profile along a path, are only possible with curves. But the very fine control available on a per-vertex basis on a mesh, is not possible with curves.&lt;br /&gt;
&lt;br /&gt;
There are times when curves and surfaces are more advantageous than meshes, and times when meshes are more useful. If you have read the pages on [[Doc:2.5/Manual/Modeling/Meshes/Basic Tools|Basic Mesh Modeling]] and [[Doc:2.5/Manual/Modeling/Meshes/Advanced Tools|Advanced Mesh Modeling]], and after you read this part, you will be able to choose whether to use meshes or curves.&lt;br /&gt;
&lt;br /&gt;
Working with curves in Blender is fairly simple and surprisingly there are very few HotKeys when creating curves. It is what you do with those curves that really makes the difference. A curve by itself is just that, a curve. But a curve applied to another curve can create very complex objects.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
There are three types of curves:&lt;br /&gt;
; {{Literal|Bézier}}:&lt;br /&gt;
; {{Literal|NURBS}}:&lt;br /&gt;
; {{Literal|Path}}:&lt;br /&gt;
&lt;br /&gt;
==Common Properties==&lt;br /&gt;
===Shape===&lt;br /&gt;
The shape...&lt;br /&gt;
&lt;br /&gt;
; {{Literal|2D/3D}}:&lt;br /&gt;
; {{Literal|Resolution}}: {{Literal|Preview}}/{{Literal|Render}}&lt;br /&gt;
; {{Literal|Twisting}}: {{Literal|Tangent}}, {{Literal|Minimum}}, {{Literal|Z-Up}}...&lt;br /&gt;
; {{Literal|Fill}}: {{Literal|Front}}/{{Literal|Back}}, {{Literal|Fill Deformed}}...&lt;br /&gt;
; {{Literal|Textures}}: {{Literal|Use UV for Mapping}}, {{Literal|Auto Texture Space}}&lt;br /&gt;
&lt;br /&gt;
===Geometry===&lt;br /&gt;
The geometry...&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Modification}}:&lt;br /&gt;
; {{Literal|Bevel}}:&lt;br /&gt;
; {{Literal|Deform Objects}}: {{Literal|Taper}}, {{Literal|Bevel}}&lt;br /&gt;
&lt;br /&gt;
===Active Spline===&lt;br /&gt;
In edit mode, ...&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Cyclic}}:&lt;br /&gt;
; {{Literal|Resolution}}:&lt;br /&gt;
; {{Literal|Interpolation}}:&lt;br /&gt;
:; {{Literal|Tilt}}/ {{Literal|Radius}}: {{Literal|Ease}}, {{Literal|BSpline}}, {{Literal|Cardinal}}, {{Literal|Linear}}&lt;br /&gt;
&lt;br /&gt;
===Path Animation===&lt;br /&gt;
Described in [[Doc:2.5/Manual/Modeling/Objects/Duplication/DupliFrames|DupliFrames]]...&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [[Doc:2.5/Manual/Animation/Basic/Moving objects on a Path|Moving objects on a Path]]&lt;br /&gt;
* [[Doc:2.5/Manual/Animation/Basic/Deformation|Methods of Deformation]]&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.5/Manual/Modeling/Meshes/Remaking the Topology|Doc:2.5/Manual/Modeling/Curves/Editing}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Curves]]&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mats Halldin</name></author>
		
	</entry>
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