0
$\begingroup$

I have a curve that I extracted from my main object - a boulder. Now I want a "step" object to duplicate along that curve, but I get some weird, unexpected, undesired results using Array+Curve mods. I have applied transforms to both objects. Initial Mesh and the curve to be followed

Result after Array+Curve

$\endgroup$
  • 2
    $\begingroup$ What do you mean by unexpected? If you mean each boulder is distorted along the curve, the following link will help. blender.stackexchange.com/questions/68923/… $\endgroup$ – Allosteric Feb 9 '18 at 15:35
  • $\begingroup$ Are the origins for the curve and the object on the same place? $\endgroup$ – user1853 Feb 9 '18 at 16:11
1
$\begingroup$

No modifier required when using a curve:

  1. create your curve, make sure the radius, weights, tilt along the curve are as desired (otherwise it will scale/rotate your mesh...): enter image description here
  2. assign your object to the curve and clear the origin (Alt-O) enter image description here enter image description here
  3. For your model, select Duplication/frame, uncheck "Speed" and set the number of instances you want in the "end" field enter image description here
  4. For the curve, set the same number of frames as in 3. in the Path Animation section, set the Evaluation Time as 0 and check Follow if you want your mesh to have its direction follow the curve (I guess you want to uncheck it in your case): enter image description here
  5. select your original mesh then Shift-Ctrl-A to "Make Duplicate Real". enter image description here
| improve this answer | |
$\endgroup$
  • $\begingroup$ Thanks for your input. I tried it, and I realized I need Z rotation to exist, since the paths have to be duplicated. But I'm not sure how to do this, other than manually, because Follow makes those duplicates dizzy. $\endgroup$ – mechanicarts Feb 9 '18 at 16:05
  • $\begingroup$ what do you mean "I need Z rotation to exist"? $\endgroup$ – Bruno Feb 9 '18 at 16:10
  • $\begingroup$ I mean that I want the steps to individually rotate around their Z (pivot set to an end vertex) so they rotate (about 20-30 deg) for each duplicate. Think spiral staircase. $\endgroup$ – mechanicarts Feb 9 '18 at 16:12
  • $\begingroup$ this can be set on your curve by tweaking each bezier control point (weight, radius, tilt in edit mode/transform panel) $\endgroup$ – Bruno Feb 9 '18 at 16:28

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.