[Bf-committers] Circular array modifier

Christian Hubert christian.hubert at dstribe.com
Sun May 6 12:31:35 CEST 2018


Hi Thomas,


Thanks a lot for this feedback, and no worries, there is no offense at all.

About the screw modifier, afaik, no. Because the screw modifier extrudes the mesh and this one duplicates it.

Concerning the array, yes you can do things, but partially (again, afaik), because the base mesh is not really placed around (and adapted to) a central pivot. Maybe a combination of array + simpledeform could make things similar, but it is not easy to tune the positions of the object and its axis and to master master the central position is. And even with that, adding a screw make it more complex.

But that could be because of my lack of knowledge about these modifiers. If you've time, feel free to provide some examples.

Thanks again,

Kind regards,
Christian


-----Message d'origine-----
De : Thomas Beck <software at plasmasolutions.de> 
Envoyé : dimanche 6 mai 2018 11:18
À : bf-blender developers <bf-committers at blender.org>
Objet : Re: [Bf-committers] Circular array modifier

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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> Bf-committers at blender.org
> https://lists.blender.org/mailman/listinfo/bf-committers
>
>




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