This modifier is obiusly different to spin, spin only extrude a mesh, this modifier create and array in a determinate shape. Actually I'm doing a work where this modifier will help me a lot to reduce times and make less destructive the workflow.
2018-05-07 15:27 GMT+02:00 metalliandy <[email protected]>: > 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 >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> _______________________________________________ >>>>> Bf-committers mailing list >>>>> [email protected] >>>>> https://lists.blender.org/mailman/listinfo/bf-committers >>>>> >>>>> >>>>> >>>> _______________________________________________ >>>> Bf-committers mailing list >>>> [email protected] >>>> https://lists.blender.org/mailman/listinfo/bf-committers >>>> >>>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> https://lists.blender.org/mailman/listinfo/bf-committers >>> >>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> https://lists.blender.org/mailman/listinfo/bf-committers >>> >>> _______________________________________________ >>> Bf-committers mailing list >>> [email protected] >>> https://lists.blender.org/mailman/listinfo/bf-committers >>> >>> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> https://lists.blender.org/mailman/listinfo/bf-committers >> > > _______________________________________________ > Bf-committers mailing list > [email protected] > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
