3
$\begingroup$

im currently modelling a ferris wheel with the capsules attached to the rim and i use array modifier to achieve that, although it works with empty object as its offset, the capsules also rotate with the empty object. i actually need the capsules to stay unrotated so it'll looks like gravity is pulling it. how can i achieve this ? (with array modifier or without array modifier

here's a little image to what i want to achieve array modifier while maintaining object rotation

i use dupliverts to achieve this with armature as the controller and it turns out like this : suggestion#1

$\endgroup$
1

1 Answer 1

5
$\begingroup$

You can use dupliverts to obtain this effect.

enter image description here

  • Create the capsule
  • Create a circle composed of 8 vertices as you have 8 capsules
  • Make the circle parent of the capsule by selecting both the capsule and the circle (in this order) then CtrlP

enter image description here

  • Then in the circle's object properties panel check "Verts" in the duplication section.

enter image description here

Notes :

  • The original capsule will not appear in rendering
  • The positions of the duplicated capsules will depend on the position of the object's center of the original capsule
  • If needed you can rotate the capsules parenting the circle to an armature

$\endgroup$
5
  • $\begingroup$ my armature doesnt work, when i rotate my armature, the whole capsule also rotate , either object mode or pose mode. $\endgroup$
    – Jass Kick
    Commented Feb 12, 2017 at 13:46
  • $\begingroup$ don't parent it as "object", parent it as "Armature deform" then "auto weights" $\endgroup$
    – lemon
    Commented Feb 12, 2017 at 14:12
  • $\begingroup$ check my edited post, that's how it turns out when i move my armature, i've tried parenting my circle to my armature with armature deform then auto weights, still no luck $\endgroup$
    – Jass Kick
    Commented Feb 13, 2017 at 14:35
  • $\begingroup$ for some reason, only 1 vertex is linked to the armature... so do it another way : add all the vertices of the circle to the vertex group created for the bone $\endgroup$
    – lemon
    Commented Feb 13, 2017 at 14:49
  • $\begingroup$ hoh,,i did it, thank you for your comment $\endgroup$
    – Jass Kick
    Commented Feb 14, 2017 at 3:42

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .