Propeller Fan - Array Modifier [duplicate]

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  • Array modifier with rotation value?

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Can the ARRAY MODIFIER make a mesh multiply along a side of a round object? Instead of it duplicating vertically or horizontally?



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marked as duplicate by Duarte Farrajota Ramos, Ray Mairlot, Omar Ahmad, p2or, metaphor_set Mar 5 at 3:39


This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.






















    1












    $begingroup$



    This question already has an answer here:



    • Array modifier with rotation value?

      2 answers



    Can the ARRAY MODIFIER make a mesh multiply along a side of a round object? Instead of it duplicating vertically or horizontally?



    enter image description here










    share|improve this question









    $endgroup$



    marked as duplicate by Duarte Farrajota Ramos, Ray Mairlot, Omar Ahmad, p2or, metaphor_set Mar 5 at 3:39


    This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.




















      1












      1








      1





      $begingroup$



      This question already has an answer here:



      • Array modifier with rotation value?

        2 answers



      Can the ARRAY MODIFIER make a mesh multiply along a side of a round object? Instead of it duplicating vertically or horizontally?



      enter image description here










      share|improve this question









      $endgroup$





      This question already has an answer here:



      • Array modifier with rotation value?

        2 answers



      Can the ARRAY MODIFIER make a mesh multiply along a side of a round object? Instead of it duplicating vertically or horizontally?



      enter image description here





      This question already has an answer here:



      • Array modifier with rotation value?

        2 answers







      modifiers






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      share|improve this question











      share|improve this question




      share|improve this question










      asked Mar 1 at 6:52









      ZamboolahZamboolah

      407




      407




      marked as duplicate by Duarte Farrajota Ramos, Ray Mairlot, Omar Ahmad, p2or, metaphor_set Mar 5 at 3:39


      This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.









      marked as duplicate by Duarte Farrajota Ramos, Ray Mairlot, Omar Ahmad, p2or, metaphor_set Mar 5 at 3:39


      This question has been asked before and already has an answer. If those answers do not fully address your question, please ask a new question.






















          1 Answer
          1






          active

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          3












          $begingroup$

          In your modifier you can simply un-tick constant offset and relative offset, use object offset instead, and target an empty at your axis point and rotate the empty to set your increments. You will need to offset you blade from its origin in edit mode to create space for the motor but sure both objects share same origin location.



          Another method I prefer is to use duplication.



          Create a circle primitive the size of the motor, give it 7 vertices, under the duplication tab in its object properties select verts and tick rotation, parent your blade to the new object and make sure it has the same origin, align it to Y axis. Hit ctrl+shift+A to 'make duplicates real' and you can delete your original blade.






          share|improve this answer











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          • $begingroup$
            so i followed your first tip, but somehow, it changes the geometry of the object.
            $endgroup$
            – Zamboolah
            Mar 2 at 11:49











          • $begingroup$
            I'm not sure sure what you mean by it changing the geometry, how so?
            $endgroup$
            – Pabs
            Mar 3 at 2:25

















          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          3












          $begingroup$

          In your modifier you can simply un-tick constant offset and relative offset, use object offset instead, and target an empty at your axis point and rotate the empty to set your increments. You will need to offset you blade from its origin in edit mode to create space for the motor but sure both objects share same origin location.



          Another method I prefer is to use duplication.



          Create a circle primitive the size of the motor, give it 7 vertices, under the duplication tab in its object properties select verts and tick rotation, parent your blade to the new object and make sure it has the same origin, align it to Y axis. Hit ctrl+shift+A to 'make duplicates real' and you can delete your original blade.






          share|improve this answer











          $endgroup$












          • $begingroup$
            so i followed your first tip, but somehow, it changes the geometry of the object.
            $endgroup$
            – Zamboolah
            Mar 2 at 11:49











          • $begingroup$
            I'm not sure sure what you mean by it changing the geometry, how so?
            $endgroup$
            – Pabs
            Mar 3 at 2:25















          3












          $begingroup$

          In your modifier you can simply un-tick constant offset and relative offset, use object offset instead, and target an empty at your axis point and rotate the empty to set your increments. You will need to offset you blade from its origin in edit mode to create space for the motor but sure both objects share same origin location.



          Another method I prefer is to use duplication.



          Create a circle primitive the size of the motor, give it 7 vertices, under the duplication tab in its object properties select verts and tick rotation, parent your blade to the new object and make sure it has the same origin, align it to Y axis. Hit ctrl+shift+A to 'make duplicates real' and you can delete your original blade.






          share|improve this answer











          $endgroup$












          • $begingroup$
            so i followed your first tip, but somehow, it changes the geometry of the object.
            $endgroup$
            – Zamboolah
            Mar 2 at 11:49











          • $begingroup$
            I'm not sure sure what you mean by it changing the geometry, how so?
            $endgroup$
            – Pabs
            Mar 3 at 2:25













          3












          3








          3





          $begingroup$

          In your modifier you can simply un-tick constant offset and relative offset, use object offset instead, and target an empty at your axis point and rotate the empty to set your increments. You will need to offset you blade from its origin in edit mode to create space for the motor but sure both objects share same origin location.



          Another method I prefer is to use duplication.



          Create a circle primitive the size of the motor, give it 7 vertices, under the duplication tab in its object properties select verts and tick rotation, parent your blade to the new object and make sure it has the same origin, align it to Y axis. Hit ctrl+shift+A to 'make duplicates real' and you can delete your original blade.






          share|improve this answer











          $endgroup$



          In your modifier you can simply un-tick constant offset and relative offset, use object offset instead, and target an empty at your axis point and rotate the empty to set your increments. You will need to offset you blade from its origin in edit mode to create space for the motor but sure both objects share same origin location.



          Another method I prefer is to use duplication.



          Create a circle primitive the size of the motor, give it 7 vertices, under the duplication tab in its object properties select verts and tick rotation, parent your blade to the new object and make sure it has the same origin, align it to Y axis. Hit ctrl+shift+A to 'make duplicates real' and you can delete your original blade.







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Mar 1 at 7:30

























          answered Mar 1 at 7:22









          PabsPabs

          1562




          1562











          • $begingroup$
            so i followed your first tip, but somehow, it changes the geometry of the object.
            $endgroup$
            – Zamboolah
            Mar 2 at 11:49











          • $begingroup$
            I'm not sure sure what you mean by it changing the geometry, how so?
            $endgroup$
            – Pabs
            Mar 3 at 2:25
















          • $begingroup$
            so i followed your first tip, but somehow, it changes the geometry of the object.
            $endgroup$
            – Zamboolah
            Mar 2 at 11:49











          • $begingroup$
            I'm not sure sure what you mean by it changing the geometry, how so?
            $endgroup$
            – Pabs
            Mar 3 at 2:25















          $begingroup$
          so i followed your first tip, but somehow, it changes the geometry of the object.
          $endgroup$
          – Zamboolah
          Mar 2 at 11:49





          $begingroup$
          so i followed your first tip, but somehow, it changes the geometry of the object.
          $endgroup$
          – Zamboolah
          Mar 2 at 11:49













          $begingroup$
          I'm not sure sure what you mean by it changing the geometry, how so?
          $endgroup$
          – Pabs
          Mar 3 at 2:25




          $begingroup$
          I'm not sure sure what you mean by it changing the geometry, how so?
          $endgroup$
          – Pabs
          Mar 3 at 2:25


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