<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Nolimits 2 on Ercan Akyürek</title><link>https://ercanakyuerek.de/tags/nolimits-2/</link><description>Recent content in Nolimits 2 on Ercan Akyürek</description><generator>Hugo</generator><language>en</language><lastBuildDate>Sun, 06 Sep 2026 20:00:00 +0100</lastBuildDate><atom:link href="https://ercanakyuerek.de/tags/nolimits-2/index.xml" rel="self" type="application/rss+xml"/><item><title>NoLimits 2 Utilities for Blender</title><link>https://ercanakyuerek.de/posts/blender-nolimits2-utilities/</link><pubDate>Sun, 06 Sep 2026 20:00:00 +0100</pubDate><guid>https://ercanakyuerek.de/posts/blender-nolimits2-utilities/</guid><description>&lt;p&gt;I finally figured out how NoLimits 2 builds its track. Not roughly, exactly: the NURBS from the
vertices, the frames along it, the roll between the roll points and the heartline on top. That
has been on my list for years, as a side project, and because
&lt;a href="https://ercanakyuerek.de/coaster-lab/"&gt;Coaster Lab&lt;/a&gt; has its own curve library and I wanted to know how
close I am.&lt;/p&gt;
&lt;p&gt;Then it hit me. Back in 2015 I wrote
&lt;a href="https://github.com/geforcefan/BlenderNoLimitsCSVImporter"&gt;BlenderNoLimitsCSVImporter&lt;/a&gt;, a small
extension that turns exactly that csv export into a Blender curve. People still use it, and it has
one big catch: the csv export only exists in the Professional version of NoLimits 2. With the
normal version you were out.&lt;/p&gt;</description></item></channel></rss>