View Full Version : deforming group of clones
Hi there
I was looking all around ,and was not able to find information about this.
Just for sample.
My scene contains one model and 10 instances/clones grouped together. When I add deformer to this group( deform by curve) it doesn't work for whole group but for each instance/clone independently. Is there any way to fix this ????(i was trying to merge all objects together, but I thinks it's not the right way)
Any help really appreciated :thumbsup:
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ThE_JacO
03-25-2005, 12:39 AM
clones and instances are 2 very different things and will react (or not react) to deformers in very different ways.
an instance's geometry CANNOT be modified (otherwise the purpose of lightweight rendering would be completely defeated), instances can only have their local transformation matrix modified, read SRT and eventually skewing.
clones inherit their base geometry status from the generator, therefore if you deform all of them by the same curve you deform the generator with it's only logical not to see any effects or to see unwanted ones.
what you are after is done using multiple normal objects or one single piece of geometry.
Thanks for hint.
Can I ask?? What do you think is the best way to create regular bended geometry (somethink like colloseum...hope is right :) ) It includes numbers of the same geometry ,just bended around and if they aren't in any relationship: if I want a liitle change on all of them I must edit each one independently...I think it isn't really comfortable
ThE_JacO
03-25-2005, 12:44 PM
figure out the number of elements you need and their repetition.
figure out what angle in a 360 range this would require.
model it bent with open ends.
clone with options to radially distribute these elements and only modify the generator.
model the "accessory" elements as separate objects (like the statues and spikes) and instance them to save rendertime.
this usually works for this kind of tasks.
when working with generators and inheritance spending some quality time on the base assetsand making sure they "tile" goes a long way later on down the line.
Thanks for help and your time.... I think that's the good way to do that :bounce:
Great software and great community:thumbsup: :thumbsup:
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