In today’s video, we’re going to talk about some ways to use the array modifier to create multiple copies of objects inside of Blender!
Want more Blender tutorials? Make sure to check out my YouTube channel HERE for my newest tutorials!
This modifier is designed to help you create multiple copies of objects in Blender along a path you dictate.
You can find the modifier over in the modifier’s section of your toolbar under “array.”
Once you apply the array modifier, you can use it to start creating copies of objects in Blender. Notice that the particular array modifier resides with each individual objects, so you can create multiple different kinds of arrays using different objects at once.
To start off, look at the count menu. This allows you to set the number of different copies that you’re going to create. You can drag this to create multiple different copies, or type in a value to create a certain number of copies.
Notice that you can adjust the relative offset of each object from the other objects, meaning as you adjust them, you can offset each object up, down, left, or right from the other objects. This is basically equal to taking the length of an object times a factor for each movement.
On the other hand, the constant gives you an offset based on a distance rather than a multiplication. I find this one to give you a bit finer control.
If you click the dropdown though, you’ll notice that there are actually several different kinds of fit types you can select. Not only can you create a fixed number of copies – you can also set copies to fit along a certain length (box example). This will try to fit as many copies of an object as possible along a length you select.
One thing that’s important here is that if you’ve applied a scale to your object, make sure you apply it or else this will affect your result. Note that this is dictated both by relative offset, as well as by the size of your object.
The third option allows you to fit your array to a curve length. Notice though that this does not make your curve actually follow the curve you selected. Instead, this will array your object along the length of a curve. You can then apply a curve modifier to get your object to follow the curve (more about this in a future video).
In addition, notice that the distance from the curve will affect the way the objects deform along the curve. Now let’s look at the little box for object offset. This allows you to apply additional factors to your arrays relative to other objects.
Usually what’s done with this is to insert an empty, which is basically almost like a placeholder object in Blender. It sits there but all it really contains is location, scale, and some other data. Then, you set the object to be the offset object. Now, any movement you apply to your empty then gets applied to your array. This is how you add scale factors or rotation factors to arrays.
Start cap and end cap allow you to dictate a different object to be on the start and end of your array.