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Blender has no object joining modifier. I think it would be useful to somehowe achievce it. Can anyone suggest a method for properly doing it? I would like to retain the objects transform, like when simply joining objects, but of course with all the previous modifiers and the two original editable meshes kept non-destructively.

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  • $\begingroup$ what I do not see in that idea is : what do you want to do after that ? Adding another modifier (for instance an armature) ? $\endgroup$ – lemon Aug 12 '16 at 13:59
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    $\begingroup$ I asked this with a dual purpose in mind: To share my answere, because I think it is generally useful, and hoping to get a better answere. I have currenty no specific project where I need this, but it might get handy, when I want to use a buch of modifiers on separate objects. $\endgroup$ – Róbert László Páli Aug 12 '16 at 14:07
  • $\begingroup$ And not having to adjust the modifiers for all the separate objects. Or add particles on the surface of the joined meshes, use them as one single solid rigidbody, etc. $\endgroup$ – Róbert László Páli Aug 12 '16 at 14:08
  • $\begingroup$ Sounds like group instances could do what you want to achieve, check my answer here and see if it helps. You could create a separate scene to keep group definition originals, and then use group instances in your actual scene. $\endgroup$ – Duarte Farrajota Ramos Aug 12 '16 at 14:28
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Array Modifier

If I want to join A with B, I can add an Array Modifier to A with zero count, using Object Offset with B and setting End Cap also to B.

Drawback

If A is not centered, scaled or rotated, the two B objects will not align.

Workaround

I can add a C object and use the End Cap method two or more times, with A and B and other objects I like to join together.

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