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 < christian.hub...@dstribe.com>: > 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 <softw...@plasmasolutions.de> > Envoyé : dimanche 6 mai 2018 11:18 > À : bf-blender developers <bf-committers@blender.org> > 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 < > christian.hub...@dstribe.com>: > > > 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 > > Bf-committers@blender.org > > https://lists.blender.org/mailman/listinfo/bf-committers > > > > > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > https://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers