[Bf-funboard] Array modifier offset sugestion

David Jeske davidj at gmail.com
Fri Nov 21 03:28:16 CET 2014


Some of these things, including random perturbations, and a group of
objects to select each instance from, can be done with particle systems.
Particle systems, afaik, are comparatively weak at patterned repetitive
structure (such as a 30 degree rotation per instance).

However, you can combine both constructs to get a result. For example,
create a plane; array replicate it for patterned structure; join all
resulting objects; add a particle system with a face emitter; set
randomization; add an object instancing group; put a set of objects in the
group. -- that way you can get all the capabilities you are looking for.

I'm interested to know if there are specific applications where a method
like this doesn't produce the desired result. For example, where some part
of this needs to be animated which can't be because of the multi-step
nature of the process.

On Thu, Nov 20, 2014, 4:45 PM Jorge Vasquez <yorch.vasquez at gmail.com> wrote:

> Speaking of the Array modifier, a couple of things that I've always felt
> would be really cool to have are:
>
> 1. The option to add some randomization to the location/rotation/scale of
> each object.
>
> and
>
> 2. The option to apply to separate objects instead of a single mesh. This
> would be an alternative option, maybe "Apply to objects", and work like
> this:  if you had a array with 8 repetitions, and you apply it in this
> alternative manner, you'd end up not with a single mesh but with 8 separate
> objects each with its pivot point where the original object had it, and
> with the corresponding transfomations to it.
>
> But , I can't code in C++, hahahaha, just a little python, so I just can
> share the idea, and offer to help whoever feels this is a good Idea too and
> would be willing to implement it.
>
>
> On Nov 16, 2014 6:12 PM, "grog tw" <corazonyhuevo at gmail.com> wrote:
>
> > Here's a simple proposal for the array modifier that should nicely
> improve
> > its functionality...
> > It's an option to offset the index of duplicated meshes, so you can have
> > copies 'before' or 'after' your object, it is useful for modeling and
> could
> > be fun for animation too...
> > here's a picture: https://db.tt/qNuJKWb0
> >
> > There's a similar setting in other softwares -both 2D and 3D- and it is
> > very powerful.
> > In fact it looks so logical to have it there may be a reason it is not
> > implemented yet...
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> >
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