Despite some earlier blog posts on the matter, I have become fond of using Inkscape to make SVG files for my 3D Models. (My breakthrough came when I started saving as a “Plain SVG” format instead of an “Inkscape SVG” format).
I figured I should document my process at pulling and prepping those files in Blender.
- Import the SVG file.  File->Import->Scalable Vector Graphics (.svg)

 - It looks like nothing happened, but your SVG is there.  It’s just really really really small.  If you look to the right in your Objects listing, you can see a new “Curve” that was not there before.

 - Resize the object so you can see it better.

 - Sometimes resizing it takes it off the screen and the Object’s Origin is not very intuitive  For that, I change the Object’s Origin to the Center of the Mass.  I do that by going to Object->Transform->Center of Mass

 - Then I can change all the Transform coordinates to 0,0,0 to center my new SVG

 - SVGs pull in as Curves.  You’ll want to convert it to a Mesh before doing anything with it.  You can do that by going to Object->Convert to->Mesh from Curve/Meta/Serf/Text

 - OPTIONAL – Get Rid of Black Color
When I was new to Blender and Inkscape, I could not figure out why my Inkscape SVGs were all black… and I just did not know enough to find the right keywords to Google. Later when I learned about Materials, it will started to click. The SVGs import in with a Default Material. If you want to get rid of that, click on the Materials icon for your object, click on the black material and hit – to get rid of it.

 - With your newly converted Mesh selected, switch to Edit mode.

 - Click A to select all vertices.
 - Go to Extrude->Region to give your 2D Object some Depth.  If you can you the mouse to size or type in a measurement– for example 0.5 for 0.5mm.

 - And then you have a 3D Object in Blender from an SVG file.
