# Curves

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Curves are not only useful for modeling, but can be very useful when rigging and animating as well, since they produce a visible, well defined and smooth path for items to follow along. In this video, Rich explains what the different types of Curves are that modo supports, then how to create them and finally using them in a rigging context.

Users can jump ahead to a specific section by using the Chapter selection widget on the right side of the player or by directly clicking any of the Chapter Title links below.

Tab | Time | Chapter | Description
1 | 00:30 | Standard Curve | Drawing out a standard curve.
2 | 01:48 | Tool Options | Discussion of the various Curve tool options
3 | 04:22 | Point Order | Description of how Point order affects the curve for rigging.
4 | 08:21 | Bezier Curve | Drawing out a Bezier Curve.
5 | 11:37 | Extract Curve | Extracting points from a surface to make a curve.
6 | 13:32 | Curve Deform | Deforming a Curve item.
7 | 15:09 | Bezier Deform | Deforming a Bezier item.
| 17:48 | Total Video Time |

Frequently Asked Questions--

Q.) Cat-Rom, Catmull Rom... what does that mean?

> A.) Those are the creators of curve type, Edwin Catmull and Raphael Rom. Its a curve type based (in part) on the Cubic Hermite spline. The curves in modo are similar to the Cat-Rom or Cubic Hermite but technically unique.

Q.) He showed 'Face' and 'Vertex' modes for curve manipulation, but what about "Edge"?

> A.) Using "Edge" mode will select sections of the curve between 2 points, similar to the way an edge on a polygon works. Curve edges do not have any real bearing on anything to do with rigging, but it is a convenient way to move sections of the curve around as you shape it.

Resources--

Links to the modo in-line help system
Docs: Curves
Docs: Path Constraint

Links to other pages in this training
Training: Constraints
Training: Deformers

File--

Links to the modo scenes used in the video
(click to open in modo)
File: Curves_01.lxo

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