I am currently using array and curve modifiers to array a vertex along a curve and then instancing an object to that vertex in order to avoid the object getting warped or rotated while following the curve. For an example see image:


The current project has over 30 edges that require the object to be arrayed along them and I'd while I could simply duplicate both the object and vertex and repeat the process for each curve, I'd prefer to avoid having 30+ identical vertices and objects as well as having to link all the objects so that it would update all of them when I update the mesh of the object. I'm hoping there's a way to either array the vertex along multiple curves or instance the object over multiple vertices so while I'd have a vertex for each curve It would still leave me with a single master object that I can edit and have the rest auto-update.


I've figured out how to do most of the things I was trying to do, the only thing I'd like to figure out is if there's a way to permanently link modifier data so that if I remove the subsurface modifier on the master pillar it removes it on all of them. other than that I've figured out a way to have pillars array along multiple curves but maintain a separate object that I can edit so that it applies to all of them.

For anyone interested or confused about what I was doing, I have attached a blend file.

Finally, I want to thank @atomicbezierslinger for their patient help despite my lack of understanding on account of only having been learning how to use Blender for about a month.

  • $\begingroup$ Instances maybe $\endgroup$
    – four two
    Commented Feb 16, 2020 at 16:46
  • $\begingroup$ How many curves? How many vertices on each curve? Do you know that a parent and child relationship between two objects can be duplicated in its entirety ... two new objects with the same relationship? I think your question would be clearer showing your modifiers. $\endgroup$ Commented Feb 16, 2020 at 17:31
  • $\begingroup$ How many curves, the 30+ edges are converted to curves. How many vertices on each curve, that varies per curve as the edges being converted to curves are varying in length from 4 meters to I believe the longest edge is about 16-20 meters. The only modifiers being used is the array and curve modifiers. My issue is that I'd like to maintain a single master object that can be edited or switched out for a different object without having to redo all the edges $\endgroup$ Commented Feb 16, 2020 at 18:32
  • $\begingroup$ There are multiple ways probably to address your issue. Again I suggest ... your question would be clearer showing your modifiers and showing a second sibling example. $\endgroup$ Commented Feb 16, 2020 at 20:26
  • $\begingroup$ What is the source of your data points? Are you experienced in Python? Are you open to a mesh rather than a curve, as demonstrated in the candidate answer below? Are you open to Particles? $\endgroup$ Commented Feb 16, 2020 at 21:25

2 Answers 2


Instead of parenting your pillar with linked data, you just need to parent a "Collection instance".

First, create a new collection with your master pillar.

enter image description here

Now, replace your "sub" master-pillars with instanced collections

enter image description here

Now every time you modify the "master" pillar, every other one will get modified exactly the same. Example with a displace modifier :

enter image description here

Moreover, if you add objects in the "Master" collection, they will also get duplicated, along with any of their respective modifiers :

enter image description here


enter image description here Particle System above. Objects are emitted from faces. All the particles can be changed with a single GUI entry. Non faces are ignored. Carefully duplicate the settings. The number setting should be suited to your case. [Particles/Face] <-- 1 and [Random] <-- False. Particles can conveniently represent a sequence of items.

Suit to your needs. You can arrange the faces with no connection to other faces. My presentation was done with speed in mind.

enter image description here Particles use collections. The arrow in the image above.

Particles can efficiently reuse/instance mesh data. I would change your representation to a mesh with Particles.

Group instances bound to an [empty] can also efficiently represent your visuals. More instances.

Both techniques can be searched here at BSE or the website that rhymes with NooNube.

enter image description here.

Sharing a mesh data block. See the edit history if this interests you.


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