[Bf-committers] Circular array modifier

Thomas Beck software at plasmasolutions.de
Sun May 6 11:17:55 CEST 2018


Hi Christian,

I just watched your video and I'm wondering if that is not already possible
with an ordinary screw modifier? And even the current array modifier (in
combination with a rotated and shifted empty along an axis) is capable of
duplicating a mesh along this exact exis. No offense and thanks for your
effort - it's more about understanding why we need this modifier...

Cheers,
Thomas

Plasmasolutions
Design | Development | Training

Website: Http://www.plasmasolutions.de <http://www.plasmasolutions.de/>
Blog: Http://blog.plasmasolutions.de <http://blog.plasmasolutions.de/>

Blender Foundation Certified Trainer
<http://www.blendernetwork.org/BFCT>Autor von "Blender 2.7 - das umfassende
Handbuch" <http://www.galileo-press.de/3404>


Am So., 6. Mai 2018 um 10:20 Uhr schrieb Christian Hubert <
christian.hubert at dstribe.com>:

> Hi,
>
>
>
>
>
> Previously named < fan modifier >, the < circular array modifier > is now
> ported to 2.8. I can send a diff when you give me the < go >.
>
>
>
> Here is a demo video https://www.youtube.com/watch?v=vzKFHubAFzQ
> <https://www.youtube.com/watch?v=vzKFHubAFzQ&feature=youtu.be>
> &feature=youtu.be
>
>
>
> The parameters:
>
>
>
> *       Modes : simple, homothetic, rounded
>
>
>
> *       Simple mode: the modifier creates simple duplis of the mesh rotated
> around the axis
>
> *       Angle of rotation: the mesh is duplicated < slices > time inside
> this angle
> *       Slices: amount of times the duplication occurs
> *       Iterations: amount of times the angle is repeted
> *       Height: wanted height, with 3 modes.
>
> *       Slice: the height is the height between two consecutive slices
> *       Iteration: the height is given for an iteration
> *       Total: the height is total height of the result
>
> *       Axis: 3 possibilities. Around X and facing Y. Around Y and facing
> Z.
> Around Z and facing X. See comments about that below
> *       Pivot axis: another object can be used as pivot (instead of the
> object origin and local axis)
>
>
>
> *       Homothetic: the duplis are stretched transversally so that they can
> be joined. Below the parameters which are different from simple mode
>
> *       Magin angle: an angle between slices
> *       Shear: connect mesh borders along the height
> *       Merge: merge border vertices (from a slice to the next one and from
> first/last slice)
>
>
>
> *       Rounded: same as homothetic, but the vertices are shifted
> longitudinally to make the shape round. The parameters are the same as for
> <
> homothetic >
>
>
>
>
>
> Comment about axis: the calculation considers a < facing axis >, so that
> (for homothetic and rounded modes), the connection between slices is done
> when the mesh is symmetrical along this facing axis.
>
> Another calculation could avoid that, by projecting the mesh along the
> rotation axis whatever its position is around it. But using a facing axis
> allows to obtains asymmetrical effects (visible in the video), at the cost
> of user effort to place the mesh (or axis object) correctly.
>
>
>
> Thanks for your feed back.
>
>
>
> Christian
>
>
>
>
>
>
>
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>
>


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