Propeller Fan - Array ModifierArray modifier with rotation value?Array modifier with rotation value?Applying...
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Propeller Fan - Array Modifier
Array modifier with rotation value?Array modifier with rotation value?Applying array modifier to multiple itemsArray modifier displacementOverlapping walls: edited mesh doesn't recalculate array modifier resultsArray Modifier with Offset Object Issuearray modifier not alignedCurve after Array modifier messes object dimensionsarray modifier and parentingCan Array modifier work in global coordinates?Offset Shapekey Keyframes for Array Modifier
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Can the ARRAY MODIFIER make a mesh multiply along a side of a round object? Instead of it duplicating vertically or horizontally?

modifiers
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$begingroup$
Can the ARRAY MODIFIER make a mesh multiply along a side of a round object? Instead of it duplicating vertically or horizontally?

modifiers
$endgroup$
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Possible duplicate of Array modifier with rotation value?
$endgroup$
– WhatAMesh
3 hours ago
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$begingroup$
Can the ARRAY MODIFIER make a mesh multiply along a side of a round object? Instead of it duplicating vertically or horizontally?

modifiers
$endgroup$
Can the ARRAY MODIFIER make a mesh multiply along a side of a round object? Instead of it duplicating vertically or horizontally?

modifiers
modifiers
asked 3 hours ago
ZamboolahZamboolah
347
347
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Possible duplicate of Array modifier with rotation value?
$endgroup$
– WhatAMesh
3 hours ago
add a comment |
$begingroup$
Possible duplicate of Array modifier with rotation value?
$endgroup$
– WhatAMesh
3 hours ago
$begingroup$
Possible duplicate of Array modifier with rotation value?
$endgroup$
– WhatAMesh
3 hours ago
$begingroup$
Possible duplicate of Array modifier with rotation value?
$endgroup$
– WhatAMesh
3 hours ago
add a comment |
1 Answer
1
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In your modifier you can simply un-tick constant offset and relative offset, use object offset instead, and target an empty at your axis point and rotate the empty to set your increments. You will need to offset you blade from its origin in edit mode to create space for the motor but sure both objects share same origin location.
Another method I prefer is to use duplication.
Create a circle primitive the size of the motor, give it 7 vertices, under the duplication tab in its object properties select verts and tick rotation, parent your blade to the new object and make sure it has the same origin, align it to Y axis. Hit ctrl+shift+A to 'make duplicates real' and you can delete your original blade.
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1 Answer
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active
oldest
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1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
In your modifier you can simply un-tick constant offset and relative offset, use object offset instead, and target an empty at your axis point and rotate the empty to set your increments. You will need to offset you blade from its origin in edit mode to create space for the motor but sure both objects share same origin location.
Another method I prefer is to use duplication.
Create a circle primitive the size of the motor, give it 7 vertices, under the duplication tab in its object properties select verts and tick rotation, parent your blade to the new object and make sure it has the same origin, align it to Y axis. Hit ctrl+shift+A to 'make duplicates real' and you can delete your original blade.
$endgroup$
add a comment |
$begingroup$
In your modifier you can simply un-tick constant offset and relative offset, use object offset instead, and target an empty at your axis point and rotate the empty to set your increments. You will need to offset you blade from its origin in edit mode to create space for the motor but sure both objects share same origin location.
Another method I prefer is to use duplication.
Create a circle primitive the size of the motor, give it 7 vertices, under the duplication tab in its object properties select verts and tick rotation, parent your blade to the new object and make sure it has the same origin, align it to Y axis. Hit ctrl+shift+A to 'make duplicates real' and you can delete your original blade.
$endgroup$
add a comment |
$begingroup$
In your modifier you can simply un-tick constant offset and relative offset, use object offset instead, and target an empty at your axis point and rotate the empty to set your increments. You will need to offset you blade from its origin in edit mode to create space for the motor but sure both objects share same origin location.
Another method I prefer is to use duplication.
Create a circle primitive the size of the motor, give it 7 vertices, under the duplication tab in its object properties select verts and tick rotation, parent your blade to the new object and make sure it has the same origin, align it to Y axis. Hit ctrl+shift+A to 'make duplicates real' and you can delete your original blade.
$endgroup$
In your modifier you can simply un-tick constant offset and relative offset, use object offset instead, and target an empty at your axis point and rotate the empty to set your increments. You will need to offset you blade from its origin in edit mode to create space for the motor but sure both objects share same origin location.
Another method I prefer is to use duplication.
Create a circle primitive the size of the motor, give it 7 vertices, under the duplication tab in its object properties select verts and tick rotation, parent your blade to the new object and make sure it has the same origin, align it to Y axis. Hit ctrl+shift+A to 'make duplicates real' and you can delete your original blade.
edited 2 hours ago
answered 2 hours ago
PabsPabs
1062
1062
add a comment |
add a comment |
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$begingroup$
Possible duplicate of Array modifier with rotation value?
$endgroup$
– WhatAMesh
3 hours ago