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Step One:
- Establish a path for your object or profiles to follow or be placed along. This can be any kind of spline - opened or closed and using whatever flavor of algorithm you wish (Hermite, Cubic, Akima, etc...). Make sure that you set the point interpolation to "Uniform" so that there will be even spacing over time of your profiles - otherwise you may get some unusual results.
- Create a profile to attach to the spline. In the example below I used a line and later on I use a circle. Use whatever you need to suit your purposes.
- Create an animation track for your profile using Geometry->Tangential Spline. Create a sequence. The length will determine how many steps it takes to travel from one end of the spline to the other. Make sure that you use Tangential Spline for the animation sequence - this will properly place the profile on the path.
- Create a Loft NURB object and in the Object Manager drag the profile onto the Loft NURB object. Then open the Loft NURB object and using ALT/OPT (Win/Mac) dragging to make enough copies so that you have as many profiles as you need. In the example below I made 5 profiles - later I remade it with 30. Start simple so that you feel comfortable with how this works and then get complex when you understand this process.
- Sequentially offset the animation tracks for the profiles so that they create a structure with the Loft NURB object. Just by offsetting them you are spacing them along the path and the Loft NURB does the rest. If there is an odd buckling of the object then you may have a profile out of sequence. Check in the Object Manager and correct if necessary. If there is a twist then this may because your path nearing a perpendicular angle to the XZ plane (see warning above).
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