Introduction¶
This page covers the basics of curve editing.
Transform¶
A Bézier curve can be edited by transforming the locations of both control points and handles. NURBS curve on the other hand have only control points.
Translation, rotation, redimensionnement¶
Référence
G
, R
, S
Like other elements in Blender, curve control points and handles can be grabbed/moved G
,
rotated R
or scaled S
as described in the Basic Transformations section.
When in Edit Mode, proportional editing
is also available for transformation actions.
Transform Panel¶
Référence
Si rien n’est sélectionné, le panneau est vide. Dans le cas où plus d’un sommet est sélectionné, les valeurs médianes sont éditées et “Median” est ajouté au début des étiquettes.
- Control Point, Vertex
- The first controls (X, Y, Z) show the coordinates of the selected point or handle (vertex). In case of a NURBS curve, there is a fourth component available (W), which defines the weight of the selected control point or the median weight.
- Space
The Space radio buttons let you choose if those coordinates are relative to the object origin (local) or the global origin (global).
Global, Local
Data¶
- Weight
- ToDo.
- Radius
- Radius is used for beveling.
- Tilt
- ToDo.
Tools¶
Référence
The To Sphere, Shear, Warp and Push/Pull transform tools are described in the Transformations sections. The two other tools, Tilt and Shrink/Fatten Radius are related to Curve Extrusion.
Mirror¶
Référence
Ctrl-M
The Mirror tool is also available, behaving exactly as with mesh vertices.
Snap¶
Référence
Shift-S
Mesh snapping also works with curve components. Both control points and their handles will be affected by snapping, except for within itself (other components of the active curve). Snapping works with 2D curves but points will be constrained to the local XY axes.
Extrude Curve and Move¶
Référence
E
Extrudes points by duplicating the selected points, which then can be translated. If the selection is an end point a new point will be connected to the selected point, else a new unconnected point is created.
- Mode
- ToDo.
Duplicate or Extrude to Cursor¶
Référence
Ctrl-LMB
Interactively places new points with Ctrl-LMB
at the cursor position.
With the selection it deals in same manner as the Extrude Curve and Move tool.
Add Duplicate¶
Référence
Shift-D
This tool duplicates the selected control points, along with the curve segments implicitly selected (if any). If only a handle is selected, the full point will be duplicated too. The copy is selected and placed in Grab mode, so you can move it to another place.
Separate¶
Référence
P
Curve objects that are made of multiple distinct curves can be separated into their own
objects by selecting the desired segments and pressing P
.
Note, if there is only one curve in a Curve object,
Separate will create a new Curve object with no control points.
Make Segment¶
Référence
F
Connects two disconnected control points.
The selection must be loose points, or the first/last point of a curve, then press F
.
If the points belong to different curves, these are joined by a segment to become a single curve.
Note that you can only join curves of the same type (i.e. Bézier with Bézier, NURBS with NURBS) Additionally, you can close a curve by toggling cyclic.
Toggle Cyclic¶
Référence
Alt-C
This toggles between an open curve and closed curve (Cyclic). Only curves with at least one selected control point will be closed/open. The shape of the closing segment is based on the start and end handles for Bézier curves, and as usual on adjacent control points for NURBS. The only time a handle is adjusted after closing is if the handle is an Auto one. Fig. Courbes ouvertes et fermées. is the same Bézier curve open and closed.
This action only works on the original starting control-point or the last control-point added.
Deleting a segment(s) does not change how the action applies;
it still operates only on the starting and last control-points. This means that
Alt-C
may actually join two curves instead of closing a single curve! Remember
that when a 2D curve is closed, it creates a renderable flat face.

Courbes ouvertes et fermées.
Delete¶
Référence
X
, Delete
; Ctrl-X
Options du menu déroulant Erase :
- Vertices
Ceci va supprimer les points de contrôle sélectionnés, sans casser la courbe (càd les points adjacents seront directement liés, joints, une fois les points intermédiaires supprimés). Rappelez-vous que l’ordre de NURBS ne peut être supérieur à son nombre de points de contrôle, ainsi il peut diminuer si vous supprimez des points de contrôle. Bien sûr, quand un seul point reste, il n’y a plus de courbe visible, et quand tous les points sont supprimés, la courbe elle-même est supprimée.
- Segment
- Deletes the segment that connects the selected control points and disconnecting them.
- Dissolve Vertices
Ctrl-X
- Deletes the selected control points, while the remaining segment is fitted to the deleted curve by adjusting its handles.
Control Points¶
Tilt¶
Référence
Ctrl-T
, Alt-T
- Tilt
Ctrl-T
- Lets you define the tilt of the selected control points. The tilt will be interpolated from point to point (you can check it with the normals). The tilt angle is defined interactively first, and then it can be adjusted in the Operator panel Angle.
- Clear Tilt
Alt-T
- Brings the tilt of those selected control points back to 0.
Set Handle Type¶
Référence
V
Handle types are a property of Bézier curves and can be used to alter features of the curve. For example, switching to Vector handles can be used to create curves with sharp corners. Read the Bézier curves page for more details.
- Toggle Free/Align
V-T
- Additionally, the this shortcut can be used to toggle between Free and Aligned handle types.
Set Goal Weight¶
Référence
Ceci définit le “goal weight” des points de contrôle sélectionnés, qui est utilisé quand une courbe possède une physique de Soft Body, en forçant la courbe à “coller” à leur position d’origine, en se basant sur le poids.
Smooth¶
Référence
le lissage de courge est disponible via le menu specials. Pour les courbes de Bézier, cette opération de lissage réduit la distance entre les points de contrôle sélectionnés et leurs voisins,tout en gardant les voisins ancrés. N’affecte pas les tangentes des points de contrôle.

Original, unsmoothed Curve.

plus de 200 fois en tenant Shift-R
pour répéter la dernière étape.

Seulement trois points de contrôle au centre lissé plus de 200 fois.
Segments¶
Subdivision¶
Référence
Curve subdivision simply subdivides all selected segments by adding one or more control points between the selected segments.
- Number of Cuts
- The number of cuts can be adjusted from the Operator panel.
Switch Direction¶
Référence
This tool will “reverse” the direction of any curve with at least one selected element (i.e. the start point will become the end one, and vice versa). This is mainly useful when using a curve as path, or using the bevel and taper options.
Show/Hide¶
When in Edit Mode, you can hide and reveal elements from the display. You can only show or hide control points, as segments are always shown, unless all control points of the connected curve are hidden, in which case the curve is fully hidden.
See Show/Hide in Object Mode. See also the Curve Display panel.
Set Spline Type¶
Référence

Set Spline Type button.
Vous pouvez convertir des splines en un objet Courbe entre Bézier, NURBS, et Poly Courbe. Pressez T
pour accéder au Tool Shelf. Le clic sur le bouton Set Spline Type vous permettra de sélectionner le type de Spline (Poly, Bézier or NURBS).
Notez que ce n’est par une conversion “intelligente”, càd. que Blender ne cherche ni à garder la même forme, ni le même nombre de points de contrôle. Par exemple, la conversion d’un NURBS en Bézier, chaque groupe de trois points de contrôle NURBS devient un unique point Bézier (un point central et deux poignées)
Voir aussi
Convert To/from Mesh.
Curve Parenting¶
Référence
Ctrl-P
Vous pouvez définir d’autres objets sélectionnés comme enfants d’un ou trois points de contrôle Ctrl-P
, comme avec les objets Maillage.
To select a mesh (that is in view) while editing a curve, Ctrl-P
click on it.
Select either one or three control points,
then Ctrl-RMB
the object and use Ctrl-P
to make a vertex parent.
Selecting three control points will make the child follow
the median point between the three vertices. An alternative would be to use a
Child of Constraint.
See also the Curve Modifier.