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Question about modelling birdcage
Extrusion along a curve: position of the profileMelt Cup together with handleHow do I add a non-deformed end cap to a tube?Rounded caps on a Bezier Curve pipeline segments with edges into a curveHow to use Curve Modifier to buldge part of the mesh (modelling rabbit ear)Create a curved circle with precise dimensions
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty
margin-bottom:0;
$begingroup$

I have been trying to model a fancy birdcage, similar to the one seen below, but I have run into a problem: I have created the bottom and the bars, the problem is I want to place the bars in a perfect circle and placing them by hand is tedious and often leads to inaccuracy. Is there any way I could, for example, place the bars along a circle curve? Or is there any other way that I could place the bars in a perfect circle?
I have not included a .blend file or a screenshot of my setup, because it is a very simple setup, just imagine the bottom as a default cylinder and the bars as the default bezier curve.
Thank you in advance!
modeling editing curves
$endgroup$
add a comment
|
$begingroup$

I have been trying to model a fancy birdcage, similar to the one seen below, but I have run into a problem: I have created the bottom and the bars, the problem is I want to place the bars in a perfect circle and placing them by hand is tedious and often leads to inaccuracy. Is there any way I could, for example, place the bars along a circle curve? Or is there any other way that I could place the bars in a perfect circle?
I have not included a .blend file or a screenshot of my setup, because it is a very simple setup, just imagine the bottom as a default cylinder and the bars as the default bezier curve.
Thank you in advance!
modeling editing curves
$endgroup$
2
$begingroup$
you could use an Array modifier with an empty as object and make the empty rotate on Z so that the vertical bars replicate all arounds
$endgroup$
– moonboots
9 hours ago
add a comment
|
$begingroup$

I have been trying to model a fancy birdcage, similar to the one seen below, but I have run into a problem: I have created the bottom and the bars, the problem is I want to place the bars in a perfect circle and placing them by hand is tedious and often leads to inaccuracy. Is there any way I could, for example, place the bars along a circle curve? Or is there any other way that I could place the bars in a perfect circle?
I have not included a .blend file or a screenshot of my setup, because it is a very simple setup, just imagine the bottom as a default cylinder and the bars as the default bezier curve.
Thank you in advance!
modeling editing curves
$endgroup$

I have been trying to model a fancy birdcage, similar to the one seen below, but I have run into a problem: I have created the bottom and the bars, the problem is I want to place the bars in a perfect circle and placing them by hand is tedious and often leads to inaccuracy. Is there any way I could, for example, place the bars along a circle curve? Or is there any other way that I could place the bars in a perfect circle?
I have not included a .blend file or a screenshot of my setup, because it is a very simple setup, just imagine the bottom as a default cylinder and the bars as the default bezier curve.
Thank you in advance!
modeling editing curves
modeling editing curves
edited 8 hours ago
Tareyes
86712 bronze badges
86712 bronze badges
asked 9 hours ago
Stag beetleStag beetle
2007 bronze badges
2007 bronze badges
2
$begingroup$
you could use an Array modifier with an empty as object and make the empty rotate on Z so that the vertical bars replicate all arounds
$endgroup$
– moonboots
9 hours ago
add a comment
|
2
$begingroup$
you could use an Array modifier with an empty as object and make the empty rotate on Z so that the vertical bars replicate all arounds
$endgroup$
– moonboots
9 hours ago
2
2
$begingroup$
you could use an Array modifier with an empty as object and make the empty rotate on Z so that the vertical bars replicate all arounds
$endgroup$
– moonboots
9 hours ago
$begingroup$
you could use an Array modifier with an empty as object and make the empty rotate on Z so that the vertical bars replicate all arounds
$endgroup$
– moonboots
9 hours ago
add a comment
|
1 Answer
1
active
oldest
votes
$begingroup$
As mooboots said in his comment, use the array modifier:
- Create the curve of the bars and and empty
- Make sure that both the empty and the origin of the curve sre in the center of the disk
- Apply all eventual rotation and scale of the curve and the empty
- Create an Array Modifier on the curve
- In the modifier, disable Relative Offset and enable Object Offset. In the field below insert the empty. There shouldn't be any visible changes
- Rotate the empty on the Z axis using a nice angle (like 5, 10 or 30 degrees) ans increase the Count slider in the modifier
- Done
You can still change the curve or the angle, just remember that if you want to move them you need to always move the empty and the curve together
$endgroup$
1
$begingroup$
Thank you for clarifying moonboots comment, i tried this method and it worked perfectly, thanks
$endgroup$
– Stag beetle
8 hours ago
2
$begingroup$
No need to eyeball the rotation and array count. The angle needed for the rotation is 360° divided by the count of the array modifier. So first choose your array count (let's say 16), then in the Z rotation field, you can simply write down the math operation360/16. It will do the math for you.
$endgroup$
– L0Lock
8 hours ago
add a comment
|
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1 Answer
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active
oldest
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$begingroup$
As mooboots said in his comment, use the array modifier:
- Create the curve of the bars and and empty
- Make sure that both the empty and the origin of the curve sre in the center of the disk
- Apply all eventual rotation and scale of the curve and the empty
- Create an Array Modifier on the curve
- In the modifier, disable Relative Offset and enable Object Offset. In the field below insert the empty. There shouldn't be any visible changes
- Rotate the empty on the Z axis using a nice angle (like 5, 10 or 30 degrees) ans increase the Count slider in the modifier
- Done
You can still change the curve or the angle, just remember that if you want to move them you need to always move the empty and the curve together
$endgroup$
1
$begingroup$
Thank you for clarifying moonboots comment, i tried this method and it worked perfectly, thanks
$endgroup$
– Stag beetle
8 hours ago
2
$begingroup$
No need to eyeball the rotation and array count. The angle needed for the rotation is 360° divided by the count of the array modifier. So first choose your array count (let's say 16), then in the Z rotation field, you can simply write down the math operation360/16. It will do the math for you.
$endgroup$
– L0Lock
8 hours ago
add a comment
|
$begingroup$
As mooboots said in his comment, use the array modifier:
- Create the curve of the bars and and empty
- Make sure that both the empty and the origin of the curve sre in the center of the disk
- Apply all eventual rotation and scale of the curve and the empty
- Create an Array Modifier on the curve
- In the modifier, disable Relative Offset and enable Object Offset. In the field below insert the empty. There shouldn't be any visible changes
- Rotate the empty on the Z axis using a nice angle (like 5, 10 or 30 degrees) ans increase the Count slider in the modifier
- Done
You can still change the curve or the angle, just remember that if you want to move them you need to always move the empty and the curve together
$endgroup$
1
$begingroup$
Thank you for clarifying moonboots comment, i tried this method and it worked perfectly, thanks
$endgroup$
– Stag beetle
8 hours ago
2
$begingroup$
No need to eyeball the rotation and array count. The angle needed for the rotation is 360° divided by the count of the array modifier. So first choose your array count (let's say 16), then in the Z rotation field, you can simply write down the math operation360/16. It will do the math for you.
$endgroup$
– L0Lock
8 hours ago
add a comment
|
$begingroup$
As mooboots said in his comment, use the array modifier:
- Create the curve of the bars and and empty
- Make sure that both the empty and the origin of the curve sre in the center of the disk
- Apply all eventual rotation and scale of the curve and the empty
- Create an Array Modifier on the curve
- In the modifier, disable Relative Offset and enable Object Offset. In the field below insert the empty. There shouldn't be any visible changes
- Rotate the empty on the Z axis using a nice angle (like 5, 10 or 30 degrees) ans increase the Count slider in the modifier
- Done
You can still change the curve or the angle, just remember that if you want to move them you need to always move the empty and the curve together
$endgroup$
As mooboots said in his comment, use the array modifier:
- Create the curve of the bars and and empty
- Make sure that both the empty and the origin of the curve sre in the center of the disk
- Apply all eventual rotation and scale of the curve and the empty
- Create an Array Modifier on the curve
- In the modifier, disable Relative Offset and enable Object Offset. In the field below insert the empty. There shouldn't be any visible changes
- Rotate the empty on the Z axis using a nice angle (like 5, 10 or 30 degrees) ans increase the Count slider in the modifier
- Done
You can still change the curve or the angle, just remember that if you want to move them you need to always move the empty and the curve together
answered 8 hours ago
TareyesTareyes
86712 bronze badges
86712 bronze badges
1
$begingroup$
Thank you for clarifying moonboots comment, i tried this method and it worked perfectly, thanks
$endgroup$
– Stag beetle
8 hours ago
2
$begingroup$
No need to eyeball the rotation and array count. The angle needed for the rotation is 360° divided by the count of the array modifier. So first choose your array count (let's say 16), then in the Z rotation field, you can simply write down the math operation360/16. It will do the math for you.
$endgroup$
– L0Lock
8 hours ago
add a comment
|
1
$begingroup$
Thank you for clarifying moonboots comment, i tried this method and it worked perfectly, thanks
$endgroup$
– Stag beetle
8 hours ago
2
$begingroup$
No need to eyeball the rotation and array count. The angle needed for the rotation is 360° divided by the count of the array modifier. So first choose your array count (let's say 16), then in the Z rotation field, you can simply write down the math operation360/16. It will do the math for you.
$endgroup$
– L0Lock
8 hours ago
1
1
$begingroup$
Thank you for clarifying moonboots comment, i tried this method and it worked perfectly, thanks
$endgroup$
– Stag beetle
8 hours ago
$begingroup$
Thank you for clarifying moonboots comment, i tried this method and it worked perfectly, thanks
$endgroup$
– Stag beetle
8 hours ago
2
2
$begingroup$
No need to eyeball the rotation and array count. The angle needed for the rotation is 360° divided by the count of the array modifier. So first choose your array count (let's say 16), then in the Z rotation field, you can simply write down the math operation
360/16. It will do the math for you.$endgroup$
– L0Lock
8 hours ago
$begingroup$
No need to eyeball the rotation and array count. The angle needed for the rotation is 360° divided by the count of the array modifier. So first choose your array count (let's say 16), then in the Z rotation field, you can simply write down the math operation
360/16. It will do the math for you.$endgroup$
– L0Lock
8 hours ago
add a comment
|
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$begingroup$
you could use an Array modifier with an empty as object and make the empty rotate on Z so that the vertical bars replicate all arounds
$endgroup$
– moonboots
9 hours ago