i want to do an array of my instance , its a steet lamp that need to follow a road that go up and down ...

so i need an array of my instances and a curve modifier? but the problem is that my Z rotation value keep changing , according to the normal of the curve , and i dont want this because street lamp stay straight even if the road is inclined ... i tried to lock the rotation of my instance and tried to do an Z axis constraint but it dont work , i failed ? , i dont know what to do ...

im also quite confuse about every different way to do an array following a curve , i know we can use a curve modifier , a constraint , modify bezier option in propreties, and even particles ?? im lost here , dont know which technique is best for what ..



1 Answer 1


To duplicate an object without deformation and with a constraint on its Z axis, use Dupliframe:

  • Build your bezier curve, and, in Edit mode, make sure that it goes in the right direction, if not: select all and W > Switch Direction

  • Put the origin of your bezier curve at it starting point

  • Put your object at the same point

  • In the Data menu of your bezier curve, click Path Animation, then in Frames choose the amount of duplications that will happen. Enable Follow.

  • In the Object menu of the object you want to duplicate, in Duplication, enable Frames and unclick Speed.

  • Parent your object to your curve with ctrl P > Object.

  • Keep your object selected and go to Constraints, choose Limit Rotation, and click X and Y, unclick Z.

It should work

enter image description here

  • $\begingroup$ woaw what a story , thanks a lot , it was so hidden ... $\endgroup$
    – DB3D
    Jul 18, 2018 at 23:21
  • $\begingroup$ @DorianBorremans Don't just thank in the comments, if an answer helped you upvote it, if it solved your problem consider marking it as accepted $\endgroup$ Jul 19, 2018 at 5:29
  • $\begingroup$ As the duplication feature has been removed in Blender 2.8, could you suggest another way to do this? $\endgroup$
    – LOTR_7193
    May 19, 2020 at 17:29
  • $\begingroup$ Yes use this method: blender.stackexchange.com/questions/165628/… $\endgroup$
    – moonboots
    May 19, 2020 at 17:32

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