Object Properties
Use the values to define the distance to the Y-axis. If End Radius is smaller than the Start Radius, the helix tapers towards its upper end.
On the left a helix with constant radius (Start and End are identical), on the right a helix with End Radius 0
These values specify the start and end points of the helix. 0° here designates that the relevant point is on the positive X axis, 90° the positive Y axis, 180° the negative X axis, etc.
If, for example, the Start Angle is 0° and the End Angle is 4 * 360°, the helix describes four full convolutions. If the helix only starts at 180°, there are only 3.5 convolutions.
For the mathematicians: The number of convolutions is calculated from the formula: (End Angle - Start Angle) / 360°
On the left a helix with 4, on the right a helix with 3.5 revolutions
This determines the extent of the helix in the Z direction.
The Bias values indicate how quickly or slowly the final value of a helix should be reached. The Radial Bias determines the strength of the horizontal progression, while the Height Bias determines the strength of the vertical progression.
Got it? You do not need to answer. I know what you're thinking now. However, some sample illustrations make the facts quite clear.
Three Helix splines with ten convolutions and an End Radius of 0; Radial Bias of 10% on the left, in the middle 50%, on the right 90%. The top row show the side views, the lower row shows the top down views.
Three Helix splines with ten convolutions; from left to right Height Bias 10%, 50%, 90%
A helix is created using a formula. The resolution of this formula is specified with the Subdivision (see also Formula / Cubic interpolation below).
On the left a helix with five Subdivisions, on the right the same with 100 Subdivisions
Here you can define the layer on which the spline should come to rest.
Enabling this option will reverse the point order of the spline (see also Spline Primitives.
Here you set how the spline is to be subdivided during further processing. This is always important when you generate meshes with the help of generators. Depending on which type you select from the menu for Interpolation, you have further options.
This type of interpolation uses the interpolation points of the spline directly and connects them via straight lines without setting additional intermediate points.
You cannot make entries in the fields for Points or Angle.
This type of interpolation divides the spline in such a way that a corresponding number of Points are used per interpolation point. The inserted points follow the natural course of the spline directly, i.e. they are closer together at support points than in between. The curve resulting from this interpolation does not necessarily pass through the interpolation points. If a spline has several segments, the value for Points applies to each interpolation point of each segment.
You cannot make any entries in the Angle field.
This interpolation type divides the spline so that the selected number of Points is used for each interpolation point. The points are exactly the same distance apart. The curve resulting from this interpolation does not necessarily pass through the interpolation points. If a spline has several segments, the value for Points applies to each interpolation point of each segment.
You cannot make any entries in the Angle field.
Opened spline: ((Points + 1) * (number_of_base_points - 1)) +1
Closed spline: (Points + 1) * number_of_base_points
This means, for example, that an open spline with four support points and a Points value of 2 is divided into a total of ((2+1)*(4-1))+1 = 10 points. If you close this spline, (2+1)*4 = 12 points are used. This procedure prevents, for example, a spline from being split more roughly after it has been closed.
This type of interpolation always sets intermediate points if the angular deviation of the curve is greater than the value entered under Angle. The curve resulting from this interpolation passes exactly through the interpolation points. If a spline has several segments, the value for Angle applies to each segment.
In contrast to the other interpolation types, different interpolations result if you change the interpolation point sequence of the spline.
The subdivision, also known as Adaptive, produces the best results in rendering. This is therefore the default Interpolation method.
You cannot make any entries in the Points field.
Subdivided is similar to the Adaptive type. In addition, intermediate points are inserted until the segments in between are shorter than the length defined under Max Length. This does not necessarily mean that the point distances correspond exactly to Max Length. Smaller values lead to higher quality, but as is so often the case, they also have the disadvantages associated with high point counts (slower redraw speed in the editor, etc.).
This enables significantly better rendering quality, especially with deformed text. If you enter the same value for Max Length as for Size in the Extrude object (Caps tab, Regular Grid option activated), you will get fairly perfect cap areas and edges without shading errors, as the subdivisions of letters and their caps fit together and triangles do not have to be inserted arbitrarily to connect the two mesh elements.
On the left Adaptive, on the right Subdivided Interpolation in combination with a Formula deformation object. Note the clearly defined edges on the right-hand side of the illustration.
This parameter, which is only effective in Subdivided Interpolation mode, controls the maximum spline segment length without an intermediate point (see above for Subdivided) must be inserted.
