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 <[email protected]>:

Hello again Thomas,

The diff is here: https://developer.blender.org/D3206
Your feedback is welcome.


Cheers,

Christian

-----Message d'origine-----
De : Bf-committers <[email protected]> De la part de
Christian Hubert
Envoyé : dimanche 6 mai 2018 14:45
À : 'bf-blender developers' <[email protected]>
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 <[email protected]> De la part de
Thomas Beck Envoyé : dimanche 6 mai 2018 13:45 À : bf-blender developers <
[email protected]> 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 <
[email protected]>:

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 <[email protected]> Envoyé : dimanche 6 mai
2018 11:18 À : bf-blender developers <[email protected]> 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 <
[email protected]>:

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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