Propeller Fan - Array Modifier [duplicate]

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This question already has an answer here:
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?

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

modifiers
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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.
add a comment |
$begingroup$
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?

modifiers
$endgroup$
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?

This question already has an answer here:
Array modifier with rotation value?
2 answers
modifiers
modifiers
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.
add a comment |
add a comment |
1 Answer
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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.
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so i followed your first tip, but somehow, it changes the geometry of the object.
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– Zamboolah
Mar 2 at 11:49
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I'm not sure sure what you mean by it changing the geometry, how so?
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– Pabs
Mar 3 at 2:25
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
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.
$endgroup$
$begingroup$
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
add a comment |
$begingroup$
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.
$endgroup$
$begingroup$
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
add a comment |
$begingroup$
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.
$endgroup$
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.
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
add a comment |
$begingroup$
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
add a comment |