How can I model this handle?
I'm stuck on the cubes. I've tried an array modified + simple deform twist, but that's not quite right:
I think the cubes need to be arranged along the curve and only slightly skewed.
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Sign up to join this communityHow can I model this handle?
I'm stuck on the cubes. I've tried an array modified + simple deform twist, but that's not quite right:
I think the cubes need to be arranged along the curve and only slightly skewed.
Particles or Manual Edit
Consider using a Particle System on a helix strip mesh created by Simple Deform Twist modifier. Particles would be a group of objects which are cubes with random variation of shape. Use Initial Orientation Normal with some small Random Value as depicted above. No Array Modifier.
If you have just a few cubes you could Press the [Convert] button to make duplicates real and give each a rotation by hand.
The imperfect cubes are in a group and you can see a rotation of one in edit mode.
You may wish to state if you want to keep the varIations in cube shape and rotation.
The image above show 2 examples of orientation.
Full Coverage. Placing a single particle on each face in the Helix Mesh.
[Emission Number] = (face count + 1). Goal 1 particle per face. Close to meeting goal. Result is 2 particles in same position on top. I have never investigated if this is declared a defect. (I have never investigated fully.) If you are going to [Convert make real] this problem may lessen, since you can delete. [Particles/Face=1]. A Hidden Portion of curve may be a bearable near solution. You can see the two different colored particles on top. When you increment and decrement Emission Number you can see this (interesting) situation.