Take a look at the above picture its the start of a mesh gradient. Why are these lines not stright how do I get them stright? It seems be because I'm using a shape that's not a circle or square but I just want stright lines so that when I use the control handles and move points of the gradient mesh I know where they are going to end up. Right now its like I move the point where I want it and because of this bend in the line I have no control over it doesn't work right very frustating how do I fix it? Second problem when creating the mesh gradient itself I click one the boundry lines of the object it creates a new gradient mesh point and then it picks the other side for me or the end point for me what if I wanted to pick it myself? What if I want a gradient line to start in one place and end in another I cannot do that? How do I do it? Third problem once the gradient lines have been made how do I move them without warping the object?
I've looked at two video tutorials now with no explination all they show is examples with circles and squares which isn't any help. Can someone give me a hand here thanks.
The behavior is correct. Mesh gradients mimic the parametrization of the curves they were derived from, trying to form a normalized grid where each point in the grid is at the same relative distance form it's parallel contour. You cannot change any of that. You merely need to change your methodology - create a uniform rectangular grid, use the shape as a clipping mask.
Yes, that's a rather erratic behaviour. It's NOT as Mylenium
describes (without naming it) the task 'topological skeleton'
or 'medial axis'. Such a medial axis would end inside of the
shape instead of going from boundary to boundary. And it
would consist in non-trivial cases of more branches than
required by the mesh curves.
For your shape it would be fair, that AI said 'sorry, cannot
make the mesh automatically'. Your task doesn't have a unique
and plausible solution.
My suggestion: start with a circle and choose here the mesh
automatically. Then apply the necessary modifications (new
Bézier points, sharp instead of smooth corners, deformations).
And always keep track by deforming your mesh manually, by
I'm drawing any closed path (except polygons) starting with a
Best regards --Gernot Hoffmann