How to easily create radial array objects in Blender
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- เผยแพร่เมื่อ 21 ส.ค. 2024
- 🎓🎓Learn more about this process in this course - www.futurly.co... available on @Futurly . This setup is useful for architecture, mandalas, or any other modelling task.
This specifically highlights why Blender is an amazing design tool. As it allows completely procedural setups to be created fast! And then, we only need to model a small part and see the beautiful result everywhere.
The output doesn't need to be a perfectly radial array either. It can work in many other ways like? 👀 Array on a curve, or deform with a lattice. Any other ways?
Blender is a great mixture between the freedom to create in Maya with the inherent and very easy-to-use parametricism that can achieve results like Grasshopper, while preserving some of the precision that people may be used to from Rhino and Sketchup.
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Wow, that is so simple! Thank you so much for sharing this!
Thanks for sharing =)
Cheers!
that is " can " - thanks Sir. Great Lesson
Cheers!
I don’t get why blender doesn’t have this as a modifier, or a setting on the array modifier
it is a setting in the array modifierr, but slightly more involved, as shown in the video, with an empty being rotated and used as the point of rotation. Furthermore, now with Geometry Nodes, this can be done in a way that can act as any other modifier and reused in a group, by exposing some of the settings to be instance based and available in the modifier panel.
This is a great modeling tip. Unfortunately, it still doesn't do what I need it to do. Blender is great, but issues like radial arrays are so frustrating.
Update: I was able to finagle this to do what I needed it to do. Cumbersome, but it worked when nothing else did.
Glad you solved your problem. By the way, now with Geometry Nodes and a repeat zone, radial arrays in Blender are even more powerful
@@UHStudio Would like to get better with Geo Nodes
Great video? Will this work with custom meshes? I‘m trying to make a vj loop (like Mutual Rytm animations for an Example)
As long as the ends meet nicely, it should work with any mesh
great video, cant figure out why my mirror modifier is mirroring along the right edge instead of the left edge on the y-axis; as a result, I do not get a trapezoid
It depends on where your origin point is located.
try ctrl+A and apply all transforms before applying the mirror modifier
Can't find how to do this if you're note " centered " on the very origin of the scene, it's driving me nuts. Like I have a wheel rim that is not on the center of the scene and when I append the damn empty plain axes, it's location info is that it's not centered so it's messing everything up, I don't know how to deal with that
The origin doesn't need to be at 0,0,0. However, the origin of the object and the empty driving the array must be in the same place. The easiest way is to start with a polygon, and delete all pieces of the "pie" except one to make sure the origin is in the right place in proprtion to the geometry. Does this help?
@@UHStudio yep figured it out finally, thanks a lot
how do u change the rotation manually i dont get it
you use an Empty that is then rotated a specific angle.
how did you move the origin point from center to x axis, @0:20?
I do all the steps but mirroring is a headache - the center of object stays at center
It take a little to get used to it - but here is my trick - when starting with a plane, add a loop cut in the middle, delete one side, and then you have the origin point in the right place for using the mirror modifier. Alternatively the origin point can be moved in the righ-click object-mode menu of a selected object.