Create panel > Shapes > Splines
Create menu > Shapes
Create panel > Shapes > Extended Splines
Splines include the following object types:
Extended Splines include the following object types:
This topic covers aspects of spline and extended spline creation that are common to all spline object types, including the parameters available in the General rollout. For parameters unique to a particular spline or extended spline type, see its section by clicking the appropriate link above.
To control starting a new shape manually:
Issues to remember about creating shapes:
You can go back and change the parameters of a shape containing a single spline after the shape is created.
You can create a compound shape by adding splines to a shape: Select the shape, turn off Start New Shape, and then create more splines.
You cannot change the parameters of a compound shape. For example, create a compound shape by creating a circle and then adding an arc. Once you create the arc, you cannot change the circle parameters.

AutoGrid—Lets you automatically create objects on the surface of other objects by generating and activating a temporary construction plane based on normals of the face that you click.
For more information, see AutoGrid.
Start New Shape—A shape can contain a single spline or it can be a compound shape containing multiple splines. You control how many splines are in a shape using the Start New Shape button and check box on the Object Type rollout. The check box next to the Start New Shape button determines when new shapes are created. When the box is on, the program creates a new shape object for every spline you create. When the box is off, splines are added to the current shape until you click the Start New Shape button.
Shape Selection buttons—Lets you specify the type of shape to create.
Lets you name an object and assign it a viewport color. For details, see Object Name and Wireframe Color.

Lets you turn on and off the renderability of a spline or NURBS curve, specify its thickness in the rendered scene, and apply mapping coordinates.
You can convert the displayed mesh into a mesh object by applying an Edit Mesh or Edit Poly modifier or converting to an editable mesh or editable poly object. If Enable In Viewport is off when converting, closed shapes will be “filled in” and open shapes will contain only vertices; no edges or faces. If Enable In Viewport is on when converting, the system will use the Viewport settings for this mesh conversion. This gives maximum flexibility, and will always give the conversion of the mesh displayed in the viewports.
Enable In Renderer—When on, the shape is rendered as a 3D mesh using the Radial or Rectangular parameters set for Renderer. In previous versions of the program, the Renderable switch performed the same operation.
Enable In Viewport—When on, the shape is displayed in the viewport as a 3D mesh using the Radial or Rectangular parameters set for Renderer. In previous versions of the program, the Display Render Mesh performed the same operation.
Use Viewport settings—Lets you set different rendering parameters, and displays the mesh generated by the Viewport settings. Available only when Enable in Viewport is turned on.
Generate Mapping Coords—Turn this on to apply mapping coordinates. Default=off.
Autodesk VIZ generates the mapping coordinates in the U and V dimensions. The U coordinate wraps once around the spline; the V coordinate is mapped once along its length. Tiling is achieved using the Tiling parameters in the applied material. For more information, see Mapping Coordinates.
Real-World Map Size—Controls the scaling method used for texture mapped materials that are applied to the object. The scaling values are controlled by the Use Real-World Scale settings found in the applied material's Coordinates rollout. Default=off.
Viewport—Choose this to specify Radial or Rectangular parameters for the shape as it will display in the viewports when Enable In Viewport is on.
Renderer—Choose this on to specify Radial or Rectangular parameters for the shape as it will display when rendered or viewed in the viewport when Enable in Viewport is turned on.
Radial—Displays the 3D mesh as a cylindrical object.
Thickness—Specifies the diameter of the viewport or rendered spline mesh. Default=1.0. Range=0.0 to 100,000,000.0.
Sides—Sets the number of sides (or facets) for the spline mesh n the viewport or renderer. For example, a value of 4 results in a square cross section.
Angle—Adjusts the rotational position of the cross-section in the viewport or renderer. For example, if the spline mesh has a square cross section you can use Angle to position a "flat" side down.
Rectangular—Displays the spline's mesh shape as a rectangle.
Length—Specifies the size of the cross–section along the local Y axis.
Width—Specifies the size of the cross–section along the local X axis.
Angle—Adjusts the rotational position of the cross-section in the viewport or renderer. For example, if you have a square cross-section you can use Angle to position a "flat" side down.
Aspect—Sets the aspect ratio for rectangular cross-sections. The Lock check box lets you lock the aspect ratio. When Lock is turned on, Width is locked to Length that results in a constant ratio of Width to Length.
Auto Smooth—If Auto Smooth is turned on, the spline is auto-smoothed using the threshold specified by the Threshold setting below it. Auto Smooth sets the smoothing based on the angle between spline segments. Any two adjacent segments are put in the same smoothing group if the angle between them is less than the threshold angle.
Note: Turning Auto Smooth on for every situation does not always give you the best smoothing quality. Altering the Threshold angle may be necessary or turning Auto Smooth off may produce the best results.
Threshold—Specifies the threshold angle in degrees. Any two adjacent spline segments are put in the same smoothing group if the angle between them is less than the threshold angle.

These settings control how a spline is generated. All spline curves are divided into small straight lines that approximate the true curve. The number of divisions between each vertex on the spline are called steps. The more steps used, the smoother the curve appears.
Steps—Spline steps can be either adaptive (that is, set automatically by turning on Adaptive) or specified manually.
When Adaptive is off, use the Steps field/spinner to set the number of divisions between each vertex. Splines with tight curves require many steps to look smooth while gentle curves require fewer steps. Range=0 to 100.
Optimize—When on, removes unneeded steps from straight segments in the spline. Optimize is not available when Adaptive is on. Default=on.
Adaptive—When off, enables manual interpolation control using Optimize and Steps. Default=off.
When on, Adaptive sets the number of steps for each spline to produce a smooth curve. Straight segments always receive 0 steps.
The main use for manual interpolation of splines is in operations where you must have exact control over the number of vertices created.

Many spline tools use the Creation Methods rollout. On this rollout you choose to define splines by either their center point or their diagonal.
Edge—Your first click defines a point on the side or at a corner of the shape and you drag a diameter or the diagonal corner.
Center—Your first click defines the center of the shape and you drag a radius or corner point.
Text and Star do not have a Creation Methods rollout.
Line and Arc have unique Creation Methods rollouts that are discussed in their respective topics.

You can create most splines using keyboard entry. The process is generally the same for all splines and the parameters are found under the Keyboard Entry rollout. Keyboard entry varies primarily in the number of optional parameters. The image above shows a sample Keyboard Entry rollout for the Circle shape.
The Keyboard Entry rollout contains three fields for the X, Y, and Z coordinates of the initial creation point, plus a variable number of parameters to complete the spline. Enter values in each field and click the Create button to create the spline.