# 结构¶

## Splines¶

Splines are a substructure of curves and are the individual elements that make curve objects. A curve object can be composed of several different splines, just like mesh objects can have different discontinuous meshes under the same object. A spline defines the shape of the curve and can be transformed by altering its Control Points. Splines come in three distinct types, which are described in Spline Types. Each spline type has a slightly different algorithm for computing how bends in the spline are represented.

Splines have there own separate properties than curves and can be altered by selecting the spline in Edit Mode and using the Active Spline panel.

## Spline Types¶

### Poly¶

Poly splines are the most simple spline type as they do not interpolate the shape of the curve between control points.

Poly Curves are used when converting meshes to curves. Because they do not interpolate the shape, Poly splines are able to give an accurate representation of the original mesh object.

This is the primary use case of splines, most of the time Bézier or NURBS splines are used instead; both of which interpolate the shape and give smooth results.

### Bézier¶

用于编辑贝塞尔曲线的主要元素是控制点和控制柄。两个控制点构成一条线段(实际是曲线)。控制柄用于定义线段的曲率。

在下图中，在粉红色的线中间可以看到控制点，而控制柄则由控制点延伸出来。箭头表示曲线的法线，指示其方向和倾斜程度。

#### 控制柄类型¶

贝塞尔曲线有四种控制柄类型。可以按下 `V` 并从弹出菜单中进行选择，或者按下相应的快捷键组合。

- Automatic (yellow handles)
- This handle has a completely automatic length and direction
which is set by Blender to ensure the smoothest result.
These handles convert to
*Aligned*handles when moved. - Vector (green handles)
- Both parts of a handle always point to the previous handle or the next handle which allows
you to create curves or sections thereof made of straight lines or with sharp corners.
Vector handles convert to
*Free*handles when moved. - Aligned (purple handles)
- These handles always lie in a straight line, and give a continuous curve without sharp angles.
- Free (black handles)
- The handles are independent of each other.

### NURBS¶

N.U.R.B.S. is the abbreviation for Non-Uniform Rational B-Splines.
One of the major differences between Bézier objects and NURBS objects is that Bézier curves
are approximations. For example, a Bézier circle is an *approximation* of a circle,
whereas a NURBS circle is an *exact* circle.
NURBS theory can be a *very* complicated topic. For an introduction,
please consult the Wikipedia page.

NURBS spline control points are different than other spline types because they have a special weight property.
This weight property controls how much influence the control point has on the surface.
This weight should not be confused with the Goal Weight,
which is used only for soft body simulations.
The NURBS control point weight can be adjusted in the *W* number field of
the Transform panel.

Note

If all the control points have the same *Weight* then each effectively cancels each other out.
It is the difference in the weights that cause the curve to move
towards or away from a control point.