CV curves are NURBS curves controlled by control vertices (CVs). The CVs don't lie on the curve. They define a control lattice that encloses the curve. Each CV has a weight that you can adjust to change the curve.
While you're creating a CV curve you can click to create more than one CV at the same location (or close to it), increasing the influence of the CVs in that region of the curve. Creating two coincident CVs sharpens the curvature. Creating three coincident CVs creates an angular corner in the curve. This technique can help you shape the curve; however, if you later move the CVs individually, you lose this effect. (You can also obtain the influence of multiple CVs by fusing CVs.)
A CV curve can be the basis of a full NURBS model.

CVs shape the control lattice that defines the curve.
When you create a CV curve, you can draw it in three dimensions. There are two ways to do this:
to drag CVs: While you draw a curve, you can use the
key to drag a CV off of the construction plane. With the
-key method, further mouse movement lifts the latest CV off the construction plane. There are two ways to use this:
and also hold down the mouse button, you can drag to change the height of the CV. The CV's location is set when you release the mouse button. This method is probably more intuitive.
+click and then release the mouse button, the height changes as you drag the mouse. Clicking the mouse a second time sets the CV's location. This method is less prone to repetitive stress injury.
While you are offsetting the CV, a red dotted line is drawn between the original CV on the construction plane and the actual CV offset from the plane. You can move the mouse into an inactive viewport, in which case 3ds Max sets the height of the CV using the CV's Z axis in the inactive viewport. This lets you set the height of the CV with accuracy.
Snaps also work when you change the height of a CV. For example, if you turn on CV snapping, you can set a CV to have the same height as another CV by snapping to that other CV in an inactive viewport.
To create a NURBS CV curve:
While you are creating a CV curve, you can press
to remove the last CV you created, and then previous CVs in reverse order.
If Draw In All Viewports is on, you can draw in any viewport, creating a 3D curve.
To lift a CV off the construction plane, use the
key as described earlier in this topic under "Drawing Three-Dimensional Curves."
As with splines, if you click over the curve's initial CV, a Close Curve dialog is displayed. This dialog asks whether you want the curve to be closed. Click No to keep the curve open or Yes to close the curve. (You can also close a curve when you edit it at the Curve sub-object level.) When a closed curve is displayed at the Curve sub-object level, the initial CV is displayed as a green circle, and a green tick mark indicates the curve's direction.
The creation parameters are the same for both point curves and CV curves.

The U coordinate wraps once around the thickness of the spline; the V coordinate is mapped once along the length of the spline. Tiling is achieved using the Tiling parameters in the material itself.

Splines rendered at thickness of 1.0 and 5.0, respectively

A curve and the same curve rendered with thickness
The Keyboard Entry rollout lets you create a NURBS curve by typing. Use the
key to move between the controls in this rollout. To click a button from the keyboard, press
while the button is active.


This rollout contains the controls for curve approximation.
The controls in this group box change the accuracy and kind of curve approximation used to generate and display the curve.
While Draw In All Viewports is on, you can also use snaps in any viewport.
The controls in this group box let you specify automatic reparameterization. They are similar to the controls in the Reparameterize dialog, with one addition: all choices except for None tell 3ds Max to reparameterize the curve automatically; that is, whenever you edit it by moving CVs, refining, and so on.
Chord-length reparameterization spaces knots (in parameter space) based on the square root of the length of each curve segment.
Chord-length reparameterization is usually the best choice.
A uniform knot vector has the advantage that the curve or surface changes only locally when you edit it. With the other two forms of parameterization, moving any CV can change the entire sub-object.