1
$\begingroup$

I am attempting to create a ring of several levels of benches through arrays only. Either this is a little too advanced for Blender or I am missing a step.

I create a cylinder as the back support. I create a cube and stretch it to be the "ramp" that the benches are attached to, and add an Array to make two of them. I create another cube to be one bench, then add an Array to make enough of them to fill the "ramp".

enter image description here

According to one tip of duplicating a group of objects I create a plane and parent these pieces to the plane, then add an Array and Curve to get the plane and its children to follow the curve I have set up. However, all the instances seem to sheer rather than rotate along the path.

enter image description here

How would I go about so that the set faces inward? Will I have to join all my instances together into one mesh? I heard that instances would speed things up but am I over-using it?

$\endgroup$
9
  • $\begingroup$ nothing is too advanced for Blender!! Your explanation is a bit hard to follow though, maybe show a picture of what you would like to achieve, it will help to find the best way $\endgroup$ – moonboots Apr 28 '20 at 11:23
  • $\begingroup$ @moonboots I added an extra picture depicting the benches. I want that entire set to follow the curve path so it becomes a circle of benches, like in a circus. $\endgroup$ – Edward Apr 28 '20 at 11:27
  • $\begingroup$ Did you make sure the origins of the curve, the plane and the benches objects are on the same spot ? $\endgroup$ – Gorgious Apr 28 '20 at 11:34
  • $\begingroup$ @Gorgious What would constitute as "same spot"? That they are all at absolute 0? Just tried moving the pieces around and they still sheered. $\endgroup$ – Edward Apr 28 '20 at 11:38
  • $\begingroup$ It's not clear what's your problem, also you may have change the scale of your curve in Object mode, in that case apply the scale and in Edit mode select all the vertices and in the N panel > Transform > change the Mean Radius to 1 $\endgroup$ – moonboots Apr 28 '20 at 11:40
2
$\begingroup$

You didn't apply the scale of your plank objects, so when they twist they deform badly, just apply the scale with a CtrlA. By the way your setting seems a bit complicated, why not just make one unique object and maybe, if the deformation is not noticeable, duplicate it around with Array + Curve?

enter image description here

$\endgroup$
3
  • $\begingroup$ So I was over-using the instancing? Go figure. $\endgroup$ – Edward Apr 28 '20 at 12:38
  • $\begingroup$ @Edward The benefit of instancing is that the mesh doesn't get curved with the curve modifier. In this case you won't notice it much, but it is very noticeable if your curve has sharp corners $\endgroup$ – Gorgious Apr 28 '20 at 13:02
  • $\begingroup$ yes Gorgious is right, it won't be very noticeable here, do as you want, try to be as simple as possible, for example don't hesitate to join the objects, etc... $\endgroup$ – moonboots Apr 28 '20 at 13:06

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.