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  • Published 13 Oct 2021

Option for array modifier to include children

I would like to propose the option to include children with the array modifier as a checkbox.

In most projects you want to keep your objects (for example a building floor consisting of windows, furniture etc) separate when cloning them and not merge all objects into one. I currently use the dupliverts method for cloning, but it is really not a fast and intuitive way.

This is a big issue for my personal workflow at the moment (and I am very sure for others as well) especially if you are working with architectural models, where you need to duplicate floors, ceilings, lamps, all models made of many subparts

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Development Status: Open

Upvote 21 Downvote 0
fynnski
13 Oct 2021

8 Comments

thinsoldier

Make a collection out of all the parts that make up a window. Make a collection instance. Make the instance the child of the object that is using dupliverts.

blenderartists.org/t/is-there-anything-else-you-should-know-about-collection-instances/1302683

Converting some of the existing modifiers to geometry nodes is likely going to take up all the time of the people who could maybe build your proposal.

fynnski Author

As I mentioned in my proposal I know about and use the duplivert method, but it would simply be much faster to have the children included in the modifier itself as with the dupliverts there is always some setup work involved and if you clone dozens of objects in a scene it is quite tedious.

fynnski Author

Is the conversion of modifiers to geometry nodes already happening? Would that mean that all modifiers will basically work as geometry nodes on the backend?

thinsoldier

From what I've read it sounds like they'll eventually get to that point with a handful of them. Another handful will get several slightly different node networks to cover all the things the modifier currently does because it'll be a while yet before they have all the nodes and all the UI additions necessary to convert every modifier. I expect the current modifiers to stick around for many many more years but I don't expect any improvements to any of them

fynnski Author

Ah I see, thank you :)

jim.conrad

I suppose it's possible to use Geometry Nodes in combination with other modifiers to make this work, but it feels like something that should be possible without getting that complex. I could see wanting to select a whole bunch of objects and have them affected by things like Simple Deform, for example.

dragginslayer

i still have to build many of my scenes in c4d due to this limitation and only animate in Blender +1

evesattler

I agree with your point. It´s possible to do it with the functionality we have now, but it would be much more convenient like you described it (in case it´s compatible with the modifier, I imagine there might be some conflict, otherwise it would probably have been implemented already)