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I want to create an animation of a wing deploying to this position:enter image description here

From a position where all of the "feathers" are pointed straight down: enter image description here

I am using an array modifier with an empty for the scale and rotation of the feathers, and when I change the rotation of the empty to put the feathers in the back position, they change their shape.

Is there some way that I can maintain the size and shape of the feathers when I rotate the empty?

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    $\begingroup$ if you don't scale the empty, the instances should not scale $\endgroup$
    – moonboots
    May 27, 2022 at 6:12
  • $\begingroup$ if he doesn't scale the empty, the meshes won't be scaled -> but that's what he wants ;), that's why i think the array modifier might not be the right solution here.... $\endgroup$
    – Chris
    May 27, 2022 at 15:25

2 Answers 2

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i would give GN a try:

enter image description here

The mix color nodes is used here to drive the animation from zero rotation to the "right" rotation. Animated is just the factor from zero to one.

enter image description here

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It should be fine with an object-offset array around an Empty.The transform from array element 1 and the Empty will be recursively applied between elements 1 and 2, 2 and 3, and so on.

Here, the Empty and element 1 share an origin in XY. The Empty is slightly down in Z. The Empty is scaled along its local X. The X axes start out aligned.

enter image description here

As the Empty is rotated about the common local Z, the blades are splayed. But GN is a more flexible solution here. You have no control over the shape of the wing using an array, in which each blade must be a constant scale of the previous one.

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