3D in Blender #3 – Lathing an SVG Curve using a Bevel

First things first – We need to import a Curve from Illustrator. In this case though, we’re importing a glass half full, because the rotation method will be filling in the other half.

This method was shown to me by En. Thanks En, I was tearing my hear out.

I followed a number of methods before En pointed me in a better direction: Both the Spin Tool and the Screw Modifier appeared to be promising methods, but both lead me down a path that resulted in the object having a weird seam where 0 degrees met 360 degrees and the caps collided.

The Method is to create a Bevel on a Bezier Circle and use our imported Curve as the Bevel guide.

Import your SVG and get it standing up with the centre on the World Origin. Create an SVG circle that’s wider than your imported SVG.

We must place the Pivot point for the Imported SVG Curve on the Edge of the Circle, not at the centre of the Circle.

Press N to open the properties panel (which allows you to type in the location of the 3D cursor) so you can easily move it to the edge of the circle, then with the Imported SVG Curve selected: Object -> Set Origin -> Origin to 3D Cursor (you can see the point towards the bottom left of the screenshot below).

From there, Select the Circle. In the Curve Panel on the right select 3D and drop down the Geometry Tab to find Bevel. Select your Imported SVG Curve (Bottom right of the screenshot)

And that’s it:

To convert this to a Mesh (when you’re ready – you may not need to) select the Bezier Circle in object mode and “Convert To” as shown below.

Your SVG won’t have been damaged, so you can make more by making new circles. You can change the resolution of the resulting Mesh by tinkering with the Resolution Preview U numbers in both the Bezier Circle and the Imported SVG Curve. You can see what the resulting Wireframe is going to be by selecting Wireframe in the View Port Display.

That’s all. Thanks En.

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