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  • Published 25 Jul 2023

Array along curve without deformation

It's a simple idea/proposal. Whenever I array objects along a curve, the objects get deformed along the curve, which isn't always ideal. Yes, there exists a solution- create another object and array that object and then instance the original object.

It's not ideal when you have to deal with multiple arrays like this. My proposal is to add more functionality to the array modifier through two options:

  1. Adding "along curve" button- every time I want to array along a curve it takes two modifiers, but it can be made into one modifier. The curve modifier still exists, and is standalone.

  2. Adding a "Deform" checkbox- this will toggle the deformation of the object on or off.

I feel these additions to the array modifier way more useful.

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Development Status: Open

Upvote 6 Downvote 0
shashankamoulidwibhashyam1
25 Jul 2023

7 Comments

modormoder

Today, you just should use geomtry nodes for this kinda tasks

3
shashankamoulidwibhashyam1 Author

I agree geometry nodes can do all of this stuff, but that does not mean using it for everything is a viable solution, especially when simpler solutions can exist- imagine being a new user for Blender and to make an array along a curve you'd have to fiddle with multiple nodes.

modormoder

Long term plans are removing modifiers and replacing them with nodes.

thorn

The problem with these "simpler solutions" (ie, non-geonode modifiers) is that they often don't work particularly well, and lead new users down a path that will end in frustration. I personally spent hours as a newbie, with the Screw modifier (or point instancing, can't recall) trying to make a basic radial array. In every way, geonodes are a better solution.

The easiest solution to this, that would not require significant time by coders would be for blender to ship with a few utililitarian geonodes already available to the user. However, I don't expect this to happen in the near future, as BF has decided they need to invent a new way for assets to be included with the program instead of using established methods that work perfectly fine for most other programs.

Lauloque

Long term plans are removing modifiers and replacing them with nodes.

I have never heard of that, do you have a source ?

1
Lauloque

According to this source, modifiers will not be removed :

(...)

Conclusions

  • The behavior of existing modifiers will not change.
  • For the foreseeable future, every modifier will still be available in the "Add Modifier" menu, even if it is internally implemented with nodes.
  • Many modifiers are useful to have as nodes and can be implemented directly, others with more than one node.
  • Eventually there could be a "Convert to nodes" operator for to switch modifiers to use a node group re-implementation.

(...)

Not to be Replaced

These are modifiers with a design that does not fit into the goals for geometry nodes.
For example, the multi-resolution modifier must be the first, and is more of a specific tool
for sculpt mode than a modifier "function."

(...)