Array Modifier same Mesh data Behavior
When using array modifier it creates new meshes or mesh data ( vertices, lines, faces ) but same object.
Maybe we can make it behave. Where it creates the another object but keeps the same mesh data. Kind of like using “alt + D” behavior instead of “shift + D”
I find it faster in big and complex scenes though its a bit tedious using the alt + D instead of the array modifier.
also I checked the behavior of " particles system" and "geo nodes" its kind of the same they create new objects with same mesh data.
4 Comments
modifier system is unable to produce non singular mesh
geo nodes is able to do what You are asking for already eg. youtube.com/watch
I saw the video, its an alternative but I think its still tedious unlike just using the array modifier. I don't think new users would find it interesting to do all that process just simply to use or to array stuff.
"modifier system is unable to produce non singular mesh" maybe for now / not yet. but the fact, that you're able to do duplicates/linked duplicates using "alt + D" I don't think makes it not possible.
maybe my term of "produce" is a bit vague. but what I'm asking is when using array modifier it can either "produce a mesh or make a duplicate linked" behavior of the object that your trying to array.
afaik the goal is to have already made nodes with that kind of functionalities (presets) like "geo nodes array", from newbe perspective this could work just like current array
but if You want to you can modify it building blocks and extend functionality (- something that is impossible in hard coded version and desired among more advanced users) you can
There won't be any big additions to modifier functionality until after geometry nodes are able to actually replace most modifiers. Can't achieve feature parity if you keep adding more features.
To get linked mesh data from the array modifier you can use it to do the exact same concept you'd do with Geometry Nodes.
1 Make a single vertex or a single face plane. Let's call that the PARENT.
2 Put the array modifier on the PARENT and use it to set the position of where you want you meshes to be placed.
3 Make your actual mesh a child of the parent.
4 Use the instance options in the object properties of the PARENT to make the child mesh appear on the verts or faces of the PARENT
docs.blender.org/manual/en/latest/scene_layout/object/properties/instancing/verts.html
docs.blender.org/manual/en/latest/scene_layout/object/properties/instancing/faces.html
Note that if you edit the position of the verts in the PARENT it can have unpredictable consequences on the orientation of the duplicated meshes and there is no way to fix them but to start from scratch and pray that the same problem doesn't happen again when you edit the verts of the parent.
Geometry nodes don't have this problem and the concept described above is exactly the same concept you can perform with Geometry Nodes. Most of us just find it easier to do it with geometry nodes. Probably also most of us don't understand anything about geometry nodes EXCEPT this one thing :)