I agree that spin tool currently do not create an elevation. But it has a duplicate option in 2.79 and in 2.8, it was separated in another spin duplicate tool.
I was just thinking this tool as a node that could be associated with a falloff node that exists in animation nodes addon. http://animation-nodes-manual.readthedocs.io/en/latest/user_guide/nodes/falloff/fade_falloff.html I don't deny that proposed way is more intuitive. But we could imagine a refactor of current array modifier to use manipulators as simple as that instead of creating a new modifier. If a radial array was done with a center defined by a manipulator just activated with a checkbox added to current array modifier; will you still request proposed modifier with its 3 methods, 4 values and 6 buttons ? 2018-05-07 16:11 GMT+02:00 Alberto Velázquez <[email protected]>: > 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 > _______________________________________________ Bf-committers mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-committers
