I'm fairly new to Blender, does this also work for a 3 dimensional curve created by the XYZ Math Surface function, or is it confined to curves on a plane?
@@book-obsessedweirdo8677 Define a point at the start of the curve and Shift-S > Cursor to Selected > Object > Set Origin > Origin to Cursor. Select now the object and do the same: Set Origin > Origin to Cursor. And the curve should be Bezier.
This will increase the polygon count as the count in the array increases, instead use geometry nodes, curve to points > instance on points + object info + align euler rotation. Use an infinite number of objects on the curve, the polygon count will not increase.
hehehe would like to see a video where modifiers are used on different buildings or scenes where it can be useful, it'd be nice like different examples that it can be applied to! :>> btw love the shorts!
@@nxone9903 Yeah, Blender gives you a lot of creative freedom and that's the advantage, but many things like this I can do in SketchUp with a couple plugins, with literally a few clicks, when in Blender I have to set up a bunch of modifiers...
FULL TUTORIAL
ua-cam.com/video/cyA8gViQVn0/v-deo.html
I'm fairly new to Blender, does this also work for a 3 dimensional curve created by the XYZ Math Surface function, or is it confined to curves on a plane?
Sometimes I think Blender has infinite stuff, impossible to learn everything until you discover these shorts. Amazing tips, thanks!
Curve and object need to have the same origin. Blender should have more direct and intuitive tools.
Thank you, I was wondering why my christmas lights were straight and floating in the air
What do you mean same origin?
@@book-obsessedweirdo8677 Define a point at the start of the curve and Shift-S > Cursor to Selected > Object > Set Origin > Origin to Cursor. Select now the object and do the same: Set Origin > Origin to Cursor.
And the curve should be Bezier.
idiot tutor didn't even inform about this, wasting hours of my time fidgetting
thank you bro, 1d10t tutor didn't even even inform about this, wasted hrs of my time fidgetting
This will increase the polygon count as the count in the array increases, instead use geometry nodes, curve to points > instance on points + object info + align euler rotation. Use an infinite number of objects on the curve, the polygon count will not increase.
Thanks, didn´t need to watch a full tutorial because of your comment
Amazing man great video great voice
Thanks for making this awsome tutorial for free
Holy based, this is exactly what I needed, cheers!
ty so much bro!!! those simple things are so hard to find sometimes
hehehe would like to see a video where modifiers are used on different buildings or scenes where it can be useful, it'd be nice like different examples that it can be applied to! :>> btw love the shorts!
Amazing thanks for sharing this Boss😎
Seriously, they could have made it a little easier. But thanks for your explanation, as always useful!
wdym?? that's not hard to do. only maybe a little unintuitive
@@nxone9903 Yeah, Blender gives you a lot of creative freedom and that's the advantage, but many things like this I can do in SketchUp with a couple plugins, with literally a few clicks, when in Blender I have to set up a bunch of modifiers...
@@mipe7755 well, in 3ds max its even more complicated 🤣
@@ens_lucis Yeah, I'm glad I ditched this program like 5 years ago.
whatever a do my shape dont follow the curve any help ?
Thanks mark
awesome!
It works for the first part until I add the curve deform, but when I do it the whole thing is gone.
You can also do this with another curve as a cross section. I use this to model hair :^)
can you bake out the individual objects with their pivots using this method? or do you have to use geo nodes for that?
Good to make roads
Dank!
💙
❤😊
Cant get this to work. It will do the length but when I add a curve to the arrayed object, it just goes off to the side
both have to have the same origin, and applied scale
THE SCALE okay thats what I was missing!! Thank you!@@Ddifference
0:01
How do you stop the shapes distorting? I find the last few shapes at the ends of the curve gets distorted.
He has another tutorial using rantools. Plus there is another free extension called magic curve. That one is really good for arrays on curves
try moving the object on to the curve
My object is not going on the curve properly
I tried to do this around a circle that I converted into a curve and the models that are supposed to array around it are disappearing
Did u get any sollution yet
I think that I didn't set the origin point of the objects correctly
but I m not sure since I scrapped using arrays
0:20
This is easier using geo nodes
No it's not. It's much more controllable using geometry nodes, but you have to know how to use geometry nodes to do it, which a lot of people don't
it never works for me, everything has the same origin. does not work.
ok I figured it out, if you have a resized circle curve, after applying scale, you have to set the mean radius to 1
not working with the converted curve
Mark spotted
nope did not work
One of the stupidest operations in blender. It is impossible to understand why this process is done with two modifiers.
I would definitely be a proponent on a single “curve array” modifier 👍
I hate it when creators make videos for phones. I can't see what the heck they're doing.
I mean...I also linked to the full version of the tutorial in the description...