Array Modifier - Fundamentals | Learn Blender 2.9 / 3.0 Through Precision Modeling | Part- 27

preview_player
Показать описание
The array modifier is extremely powerful giving you a duplicate object by a set distance and SO much more. We'll be covering the basics of the array modifier all the way to creating simple arrays, Object controlled arrays and radial arrays while doing our best to stay precise and further our knowledge of blender 3.0 / 2.9 precision modelling.

- - Learn Blender 3.0+ Fast For 3D Printing Through Practical Modeling (Paid Course) - -

Learn Blender 2.9+ through precision modelling playlist:

Old Blender Precision series 2.83 (Keep in mind that this is out of date):

If you have any questions please leave them in the comments below and I'll do my best to get back to them as soon as I can.

💬 Maker Tales Discord Server

🛠 Subscribe To Keep Making:

📨 Share with a friend:

📺 Watch My Most Recent Upload:

Other Places Where you can find me:

Time Stamps:
0:00 - Intro
0:16 - What This Video Is About.
0:34 - Intro To Array Modifier.
2:02 - Array Relative Offset.
3:04 - Array Constant Offset.
04:10 - Merge & Caps.
06:07 - Fit Lenght.
06:53 - Fit Curve.
08:05 - Array Object Offset.
10:06 - Radial Array.
11:50 - Moving / Controlling Radial Arrays.
14:33 - Closing Notes.
Комментарии
Автор

OH MY DEAR GOOD! It took me three hours to barely understand the object offset, but after some thinking and tests... I think I got it. This type of channelst make 3d learning so much more enjoyable. thanks for that man!

oscarblanco
Автор

Scaling happened with different proportion with each object is there is any solution?

sourabhv
Автор

Hey there!
This is an excellent tutorial. And I am quite upset about the fact that these kinds of super precise tutorials haven't been recommended sooner!

I have a hard time figuring out while radial arrays work the way they work.
I get that the relationship between the origins determines the position of the next array object. But why does setting the origin to the origin of an empty that is to be rotated, working like this? The origins are now in the same spot, so judging by the premise above, this should not affect the position of the arrays. (Which is true.)
But why does rotating work then? This somehow doesn't fit into the equation here. How is the radius of the circle actually determined? Is it an information that is somehow intrinsic to the origin itself when the corresponding empty is rotated?

This is so hard for me to figure out and it's the reason I still don't fully understand this wonderful tool; although I've used it many, many times.

captaincrispy
Автор

So many new features that I've found would have saved allot of work in my past. One example, a spiral staircase. Now one step and then this.

eugenew
Автор

Caps aren't conforming to transforms on the base objects unless you apply transforms with control + A

MatthewBendyna
Автор

This video literally saved me from throwing my monitor out the window 😂
The way you’ve explained it has helped me understand the relationship between the initial object and the axis.
I tried to follow other videos but it lead to frustration because of the way my object was orientated. As soon as I matched the rotation exactly and moved the origin point everything started to work properly

Metatron
Автор

many thanks, i dont understand everything but the vids did solve my problem.

VanLe-wfth
Автор

sorry but I disagree, the ARRAY in blender is not a powerful tool, it is really is missing some basic functionality.
Unless Ive missed something, ... how do you array an object so that you end up with a 2D or 3D grid (matrix)? eg 3 x repetitions array'd in the X axis, and 3 repetitions array'd in the Y, to make a 3 x 3 grid. Or even arrayed in XYZ to make a 3D matrix (3 x 3 x 3)
??

tobyhallam
Автор

In cinema 4d you can make radial array in just few clicks you don`t need complicated procedures

Tdubic
Автор

How do you edit each object in array modifier? (edit each rotation, size)

CraftRituals
Автор

Not even a simple radial option. Ngl blender I'm starting to regret learning that soft

osefman
Автор

Thank you Jonathan,
your tutorials are very inspiring.
I like how you always prefer precision modelling, I have a feeling that you are the only one who cares about that in Blender.
Keep up the good work 👌👌👌

ThePackos
Автор

Thanks, wasn't what I was looking for but found a very useful tip in the end

catchreal
Автор

Thanks Jonathan, your tutorials are amazing, they're helping me a lot learning Blender.

ornellaocchipinti
Автор

And how do I array along a path.... :( Great video tho.

dbata
Автор

is there method dupe the mesh with a lower poly version?

skate
Автор

Hi I'm just here to say great video, but keep things short. It's easy to break things down to the most necessary stuff, 3D is time intensive so way wasting time with all the unuseful information. I barely click on 15 min videos anymore and if i do i sped it up to the max. The information could be breaken down to 5 min

dbob
Автор

Hi there, has anybody tried this addon to make tank Tracks as in the other videos online. I am building a Manitowoc 3000W Crawler crane, but I have tried Blender 3.0 built-in addons and Curve Array Pro. 3.0 but for some reason I can't get anything to work like in the videos. I have the crawler pad made and I have tried Bezier Circles, Nurbs Circles, Bezier curves, ect. Would like to see a video tutorial at a detail and slower pace using Curve Array Pro
. Fairly new to Blender. Basically, done with the cab, Carbody, the track frame, Drive Sprockets, Idler Rollers. Just need to layout the track pads and try building the different boom configurations.

kennethsimmons
Автор

Truly outstanding series of videos. Best around hands down.
Thanks to Blender, I abandoned 3D-Coat, RizomUV (still better though), 3DS Max and even Maya. Pretty soon Blender should become so amazing that even ZBrush could become obsolete.

What a time to be alive ! (as the other would say).

HanSolocambo
Автор

Hi! Nice made! But what if you have arrayed your Object in any way and the you would like to move (i.e. in an animation) exactly your origin but you want that your "copies" are staying at their places! How do yo do that?

archaja