[Bf-funboard] Array modifier offset sugestion

Knapp magick.crow at gmail.com
Fri Nov 21 07:45:30 CET 2014


How about instead of a bit of random on each instance a call to a python
program that does whatever you want each time it is called. This would have
huge power to do whatever to each instance. Or both.

On Fri, Nov 21, 2014 at 4:21 AM, Unknown <yorch.vasquez at gmail.com> wrote:

> David, thanks for the suggestion.
>
> Funny that you mention particle systems, because it turns out that that
> ´s what i've been using when I wanted to achieve such effects, for
> instance laying out a roof of tiles wich are not perfectly even, but
> slightly crooked and with slightly different sizes, and I agree,
> particle systems work out just fine.
>
> Also using a perfectly even array to create the base repetitions and the
> using the random selection tools to later rotate/scale/translate for the
> individiaul origins might do the trick, but as you say, maybe when it
> comes to animating using the array modifier is when this kind of
> features would be truly useful.
>
> On Fri, 2014-11-21 at 02:28 +0000, David Jeske wrote:
> > 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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