Quick question. Lets say I have a single object in a certain location, and created a circular array with it (using an empty object for object offset). After that array in the modifier stack, I have created a lattice modifier, and distorted the array using a lattice. When I now want to edit the original single object and…
Thanks guys for your answers. Different question: I'm building a parking lot right now, and have made a couple of paving stones that I created paving from using multiple arrays. It works great, but now I'd like to randomize the transforms of each individual paving stone so the pavement looks more natural, especially when…
Slightly clunky, but you can use an array modifier to do this. * Move your object's origin to the centre you want to duplicate and rotate it around (origin to 3d cursor in your case above) * Create an empty at the 3d cursor's location. This will be your rotation controller. * Add an array modifer to your object. Turn off…
One of the things that bothers me the most in blender compared to max is sharp edges smoothing. It should be quite simple in python to do, but Idk if anyone could have created an addon for it, and probably some of you here might have found the solution. Hard edges are sharp depending if they're set as sharp explicitly, but…
@wilson66 I recommend to use a particle system for anything array-like that needs randomization. You can use an array as emitter, If you need a specific pattern. Spawning one particle per vertex or face gives you the necessary control.
You can try to use your array as an emitter and use the stones as particles. Might sound a bit over complicated, but give you a lot of randomisation options. The array geometry can be a single vertex or face and the emitter has to be setup accordingly to assure that you get one stone per face/vertex.
When I have an array of objects, plus a curve modifier and curve (so the array instances deform with the curve), is it somehow possible to control the rotation of the individual objects along the curve in more detail? Can I e.g. define weights for the curve points/ vertices, and have the objects rotate/ twist around the…
@wilson66 This would be very easy to do using the Sverchok node based geometry addon. This can be used to generate a unique transform matrix with slight randomization to place each paving stone, not to mention a lot of options for randomizing the stones themselves. Creating the array could be done within sverchok using a…