Is it possible to get local rotations on objects generated with an array modifier that are deforming to a curve?

A picture will work better: enter image description here

I'm trying to avoid having the "seams" line up for each array object. A random rotation would be ideal, but even a constant offset would do.

I've tried using an object offset in the array modifier, but that interacts poorly with the curve modifier.

Here's how I have the modifiers set up:

enter image description here

  • $\begingroup$ Will you move them along the path? Also, do the cylinders need to deform? $\endgroup$ – Haunt_House Mar 8 '18 at 1:37
  • $\begingroup$ Can you post the blend file? $\endgroup$ – Rumen Belev Mar 8 '18 at 9:50
  • $\begingroup$ Related: blender.stackexchange.com/questions/102944/… : it's a quesiton of mine that hasn't been answered, but I've received some useful comments (about using particle systems) that I've incorporated in the question and might represent an interesting approach to this problem. $\endgroup$ – Nicola Sap Mar 14 '18 at 10:01

In Array Modifier Use Empty as Object Offset. Make sure your objects are located in the center of the 3D space (0,0,0) Turn off Relative Offset and move the Empty along the Z axis. To rotate the copies simply rotate the Empty around Z axis.

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