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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;









2












$begingroup$


fancy birdcage, public domain photo



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!










share|improve this question











$endgroup$









  • 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

















2












$begingroup$


fancy birdcage, public domain photo



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!










share|improve this question











$endgroup$









  • 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













2












2








2





$begingroup$


fancy birdcage, public domain photo



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!










share|improve this question











$endgroup$




fancy birdcage, public domain photo



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






share|improve this question















share|improve this question













share|improve this question




share|improve this question








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












  • 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










1 Answer
1






active

oldest

votes


















4














$begingroup$

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






share|improve this answer









$endgroup$










  • 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 operation 360/16. It will do the math for you.
    $endgroup$
    – L0Lock
    8 hours ago













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1 Answer
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active

oldest

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1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









4














$begingroup$

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






share|improve this answer









$endgroup$










  • 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 operation 360/16. It will do the math for you.
    $endgroup$
    – L0Lock
    8 hours ago
















4














$begingroup$

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






share|improve this answer









$endgroup$










  • 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 operation 360/16. It will do the math for you.
    $endgroup$
    – L0Lock
    8 hours ago














4














4










4







$begingroup$

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






share|improve this answer









$endgroup$



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







share|improve this answer












share|improve this answer



share|improve this answer










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 operation 360/16. It will do the math for you.
    $endgroup$
    – L0Lock
    8 hours ago













  • 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 operation 360/16. 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



















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