Welcome to creating geometry from a curve.
In this video we're going to refresh our knowledge on this we first covered this back in the bowling
pin when we created the bowling pin from a curve itself.
So we'll be converting our curve object to a mesh object.
Once we've done that we can then preformed mesh operations on it and that will become clearer as we
go forward.
We will choose whether to delete the original curved data if we want to.
It's entirely up to you whether you do that or not.
But in the challenge ahead we'll probably be keeping it just for reference if nothing else.
It's good to have all the data ready there.
So let's hop straight on over in Splender.
Right so.
Back over in blend.
I've just reopened my file from working on it earlier and it appears my base has gone missing.
But Fearne What's the first thing I'm just going to do is get rid of this red border which is a bit
of a distraction at the moment.
To get rid of that with control Oulton be and then just move around.
It looks like we're looking at it from the camera view a moment ago and say well we've got another border
now that does happen so I'll do Charlton B again to get rid of that so the camera has a separate border
to your main view port itself.
So now we're here we still can't see our model and the reason for that is over on the base curve object
over here.
The Bezier circle if we click on that it just comes back again.
So it's definitely there.
No panics few then one have to recreate that.
So we just need to convert this now to a mesh object.
And we've done that before with the pin when we converted it to a mesh object and just to remind you
we need it because I keep mentioning the word object of course because it's an object operation so we're
going to have to be in object mode.
So I'm going to switch over now.
Click on object mode and immediately I'm going to go to object.
Towards the top.
Convert to a mesh to a converting to a mesh from a curve.
There are other things you can convert to as well but we just want this one here.
You can also use the shortcut oltz and see.
Now sometimes you may want to preserve your data.
And if we go into the tool shelf before doing anything else and ask to keep the original It can cause
some problems if we do keep original.
It disappears and we end up with a mesh object here that's just a circle which isn't what we want.
So if I now go to the undo history and just go back to toggle edit motor just before we did the conversion.
So we see we've got curved objects again and I do the same thing again I'm sure you're going to use
the shortcut key this time old and see and create a mesh from it we can see that there and this time
we actually seem to get our.
Mesh object.
That's a little bit of a quirk with a blender.
But if you don't do it in that order you end up losing your mesh object and just having a circle defined
which isn't too great.
So now that we've got that I've got a little challenge for you guys.
It's a bit of organization.
I would like you to convert the base into a mesh object.
Have you been following along you would have already done this hopefully successfully.
I am going to in the challenge just reset my model itself and go through it again with you as well.
So convert the base into a mesh object named the new object appropriately and remember to keep the curved
data and make it a child of the new geometry such just nested underneath there.
Pause a video now and give that a go.
Welcome back.
Let's hop straight back into blender.
So this is where we got to before and what I want to do is just run through the process once more.
I'm just going to revert my far back to where it was before.
I'm going to just hide these two red borders.
Let's zoom into this area.
I'm going to go to the Bezier circle.
Excellent so we've got the objects selected.
I'm going to hop into objects mode.
I'm going to go all out and see to convert that to a mesh.
Now of course we need to operate a panel open and I'm going to click Keep original.
And of course that means everything disappears which is very very irritating.
However if we literally go to our undo history and go back one.
And do exactly the same thing again.
We managed to keep both sun out and see convert to a mesh.
We've now got both our base curves.
The diff did.
The defining curves themselves.
And we've also got our base mesh in the outliner.
So the final thing to do here is just name these things appropriately so I'm going to call this base
curve.
And I will call this one here.
Base out line curve I think that's an appropriate name to call it.
And finally I'm going to nest this under the mesh object itself.
Just so it keeps it nice and tidy on our hierarchy here will probably do a bit more tidy later on.
I'm just going to call this lamp base.
I think lamp base is a very descriptive name for it.
And we will hop now into edit mode on the lamp base itself.
And make sure that we can select edges and faces which we can do.
Brilliant.
That's all done.
Feel free to share your progress thus far in the discussions and I will see you in the next lecture.