"Dublicates" checkbox to screw modifier to have non-destructive "spin" workflow.
Currently Blender doesn't have proper way to create "spin" workflow with modifiers.
Screw modifier otherwise works nicely, but it is automatically merging the surfaces, creating a hug mess if you need separate meshes instead a single mesh.
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I guess what you mean by
create "spin" workflowwould be more specifically the spin's behavior with "duplicate" enabled . Or the array modifier with a second object as offset to make it a "circular array". Which itself have been requested many times, starting here: Circular Array Modifier (spin in mod form) — Right-Click SelectSure it does - geometry nodes.
Geometry nodes and building something there every time again and again and every user has to build the same thing is a slow and imo very technical, not artist friendly workflow compared of having a modifier that does this kind of very basic thing with just one button. I'm not against geometry nodes, but I think we also still need basic tools for simple tasks.
True, but that's forgetting that:
I'd argue that it would be nice in the future if Blender could provide some official geonodes assets that reproduce modifiers or fulfill commonly needs.
Okay, I don't care how the modifier would be made. If it has to be a geonode modifier for some reason, then I'm completely okay with this, but I still think this and many similar little fixes to the current modifiers would be quite helpful for Blender basic modeling, which is a reason I am thinking that some of these small things should be part of Blender right when you get it as a brand new software. Compared to situation of having everyone to google if someone happened to create such tool and how to install it.
If it for some reason is extremely hard to update the current modifiers, I'm completely fine also that the current modifiers would be replaced with geonode modifiers with the current behavior + some useful updates. That at least gives users some additional tools to update them if they know what they are doing.
Anyways, I did the project I was working with array + object offset, which is not optimal solution imo, but at least I was able to do it.