[Bf-committers] Circular array modifier

Ronan Ducluzeau zeauron at gmail.com
Mon May 7 22:04:04 CEST 2018


I agree that spin tool currently do not create an elevation.
But it has a duplicate option in 2.79 and in 2.8, it was separated in
another spin duplicate tool.

I was just thinking this tool as a node that could be associated with a
falloff node that exists in animation nodes addon.
http://animation-nodes-manual.readthedocs.io/en/latest/user_guide/nodes/falloff/fade_falloff.html

I don't deny that proposed way is more intuitive.
But we could imagine a refactor of current array modifier to use
manipulators as simple as that instead of creating  a new modifier.
If a radial array was done with a center defined by a manipulator just
activated with a checkbox added to current array modifier;
will you still request proposed modifier with its 3 methods, 4 values and 6
buttons ?

2018-05-07 16:11 GMT+02:00 Alberto Velázquez <alberto3d.1984 at gmail.com>:

> This modifier is obiusly different to spin, spin only extrude a mesh, this
> modifier create and array in a determinate shape. Actually I'm doing a work
> where this modifier will help me a lot to reduce times and make less
> destructive the workflow.
>
> 2018-05-07 15:27 GMT+02:00 metalliandy <metalliandy666 at googlemail.com>:
>
> > 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
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>> _______________________________________________
> >>>>> Bf-committers mailing list
> >>>>> Bf-committers at blender.org
> >>>>> https://lists.blender.org/mailman/listinfo/bf-committers
> >>>>>
> >>>>>
> >>>>>
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