[Bf-committers] Circular array modifier

metalliandy metalliandy666 at googlemail.com
Mon May 7 15:27:26 CEST 2018


I've been waiting for ages for a modifier like this. It will be much 
more efficient, and significantly simpler than manually rotating objects 
with an empty or using the spin tool. It should also be noted that the 
spin tool is destructive too, so it cannot be considered as a direct 
replacement.

Christian, Great work with this. May I suggest you rename the modifier 
to Radial Array rather than Circular Array though? Radial is a much more 
accurate description. :)

Ronan, I'm fine with the idea of adding nodes for people who want to do 
procedural modelling in addition to modifiers, but it's pretty crazy to 
consider dropping the modifier stack all together. It would be much 
slower for regular modelling and take much more screen real-estate, so I 
hope it doesn't come to that.

Cheers,

-Andy

On 07/05/2018 07:56, Ronan Ducluzeau wrote:
> To model this kind of shape, we can obtain a clean result simply by using a
> beveled curve that is an helix.
> We can also use dupliframes to obtain duplicates of a mesh following such a
> curve.
>
> So, the purpose of such a modifier is narrowed to animation.
> And with an addon like animation nodes, you should be able to convert a
> beveled curve to a mesh that could handle boolean operation to keep only
> some portions of the shape.
>
> So, the process to do that in 2.79 is not obvious but it exists.
>
> For future of modifiers, there is the idea to abandon modifiers's stack to
> a nodetree.
> Each modifier should be converted as a simple node. And to offer a complete
> solution of procedural modeling, tools in edit mode should follow same
> process and becomes a modifier node.
> So, in a context where a Spin Duplicate is a tool in edit mode usable as a
> modifier node. Your circular array modifier would be redundant.
>
> Modifiers nodes proposal was announced as postponed.
> I don't know in what measure new modifiers would accepted.
> But there were other modifiers proposals made.
> And some like Remove Doubles or Bisect modifiers seems more useful for
> people that would neglect a nodes workflow.
>
> Maybe, there could be a clarification about work on new modifiers for 2.8
> to avoïd a waste of time and efforts.
>
> 2018-05-06 15:45 GMT+02:00 Christian Hubert <christian.hubert at dstribe.com>:
>
>> Hello again Thomas,
>>
>> The diff is here: https://developer.blender.org/D3206
>> Your feedback is welcome.
>>
>>
>> Cheers,
>>
>> Christian
>>
>> -----Message d'origine-----
>> De : Bf-committers <bf-committers-bounces at blender.org> De la part de
>> Christian Hubert
>> Envoyé : dimanche 6 mai 2018 14:45
>> À : 'bf-blender developers' <bf-committers at blender.org>
>> Objet : Re: [Bf-committers] Circular array modifier
>>
>> Hi Thomas,
>>
>>
>> About the diff, I'll do it asap and set you as a subscriber (probably I
>> can do it during this afternoon or maybe, but there are family things
>> before that today ^^).
>>
>> But concerning your blend file, simply edit the cube and subdivide it a
>> bit (W + subdivide or add a subsurf with simple option) and have a look at
>> the result. Also you needed to tune the empty to 15.1 degrees and to adjust
>> the merge distance.
>> This has an impact on the resulting mesh (set it displayed into wire/draw
>> all edges for a better look) and the overall shape is not smooth (in sense
>> of regular).
>>
>>
>> Have a great Sunday too!
>> Christian
>>
>> -----Message d'origine-----
>> De : Bf-committers <bf-committers-bounces at blender.org> De la part de
>> Thomas Beck Envoyé : dimanche 6 mai 2018 13:45 À : bf-blender developers <
>> bf-committers at blender.org> Objet : Re: [Bf-committers] Circular array
>> modifier
>>
>> Hi Chris
>>
>> definitely send in a diff developer.blender.org, this way we could
>> continue our discussion there and won't clutter the mailing list.
>>
>> Look at this file: http://pasteall.org/blend/index.php?id=49459 - it's
>> not constructed around a central point but does imho the same thing -
>> currently I would rather see your modifier as an option integrated into the
>> current one than having a new one added to Blender... but I can of course
>> miss smth here.
>>
>> Cheers and have a great Sunday,
>> Thomas
>>
>> Plasmasolutions
>> Design | Development | Training
>>
>> Website: Http://www.plasmasolutions.de <http://www.plasmasolutions.de/>
>> Blog: Http://blog.plasmasolutions.de <http://blog.plasmasolutions.de/>
>>
>> Telefon: +49 176 2017 9565
>>
>> 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 12:31 Uhr schrieb Christian Hubert <
>> christian.hubert at dstribe.com>:
>>
>>> 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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>>>>
>>>
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