# How to twist multiple objects

How would you go about making these kind of twisted objects. The twist consists of multiple objects. Somehow I can't get the result using the Twist modifier.

• maybe this will help? blender.stackexchange.com/questions/114563/… Commented Nov 9, 2020 at 18:25
• Just as a note: If you twist both bundles of strands in the same orientation the strands will untangle themselves very quickly. Real ropes therefore twist each consecutive bundle of strands in the opposite direction.
– YPOC
Commented Nov 10, 2020 at 14:15

Just for fun you can do this procedurally :)

1. Screw modifier
2. Array modifier
3. Curve modifier and target the Bezier curve
4. Simple deform modifier > Twist
5. Simple deform modifier > Bend

• Yea... youtube.com/watch?v=eh8eb_ACLl8 ... and a cat can do it too cat-health-detective.com/images/cotytwisted.jpg Commented Nov 9, 2020 at 19:03
• We're lucky there isn't a rickroll modifier... Commented Nov 9, 2020 at 19:08
• Call that procedural? Pah! Give it some Gorgious goodness and start with one vertex .. :D Commented Nov 9, 2020 at 20:35
• @RobinBetts Oh, I'll get there once... just gimme 200 years to practice... :D Commented Nov 9, 2020 at 20:38
• @Robin "Gorgious Goodness" should definitely be a technical term in procedural modeling... :) Commented Nov 10, 2020 at 9:42

Here's but another one, with a simple vertex and a curve.

First, start with a single vertex on 0, 0, 0. (Create a cube, go into edit mode and vertex select mode, select everything and right click > Merge > At Center).

Add a displace modifier along X.

Add a screw modifier along Z to get a nice circle.

Add another Screw along Z, this time to get a cylinder. You might have to check "Flip" normals if the normals are inverted. (Viewport overlays > Face Orientation)

Add 2 displace modifiers, along X and Y, to offset the cylinder.

Add a Mirror modifier to X and Y, set to bisect along X and Y, to get this kind of clover shaped cylinder.

Add a simple deform Twist modifier. Set angle to 360°.

Add 2 Displace modifiers to X and Y, and set the offset to either 1.707 or type 1 + sqrt(0.5) to get the exact value. (which will be rounded anyway by Blender)

Add two arrays along X and Y, set the count to 2 and the offset to relative -1.

Add a new Simple deform modifier set to Twist along Z by 360°.

Create a curve. Scale it way up. Add an Array modifier to your cylinders object and set it to "Fit Curve" and select your curve. Check "Merge".

Tweak the curve. Add a curve modifier to the base object and select the curve. You might have to tweak the Axis of the modifier.

Result :

Here's another, using only the default cube and an empty. It is important that the origin is set to the 3d cursor for both cube and empty.

• Default cube

• Displace Modifier to shrink the cube
• Weld Modifier to weld the cube into a single vertex.
• Displace again to move it slightly
• Screw Modifier (twice) to create a circle
• Array Modifierto create a radial array from the empty
• Displace again to space the circles out. (used to scale the circles with array offset.)
• Array again to create a second radial array of the first
• Simple Deform Modifier (twice). Twist, then bend.

Gif and sample file below :

Click to enlarge

• Pretty cool starting with the default cube :). Didn't know you could use the Displace modifier like that. And thanks for sharing the file. Commented Nov 10, 2020 at 9:44
• This one definitely appeals. I mean. Who wants all the hassle of reaching for the Shift-A Create menu? Commented Nov 10, 2020 at 9:56
• Awesome trick ! I'm stealing it for the next one :) Commented Nov 10, 2020 at 14:09