[Bf-committers] Circular array modifier

Alberto Velázquez alberto3d.1984 at gmail.com
Mon May 7 22:26:07 CEST 2018


The best part of the modifier to me is to deform the mesh to make a perfect
cilinder, with curve shape or keeping the original shape and the steps that
you need. I don't see how to make that with spin, falloff and array in node
system.

2018-05-07 22:04 GMT+02:00 Ronan Ducluzeau <zeauron at gmail.com>:

> 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
> > >>>>>
> > >>>>>
> > >>>>>
> > >>>>>
> > >>>>>
> > >>>>>
> > >>>>>
> > >>>>> _______________________________________________
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> > >>>>>
> > >>>>>
> > >>>>>
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