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
