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Array Modifier (using puzzles)

Home Forums Puzzles Array Modifier (using puzzles)

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  • #69999
    Ben
    Customer

    Apologies if this has been asked before – can’t quite find the answer I’m looking for!

    I’m trying to create a large area of floor tiles, using puzzles to somehow duplicate a source mesh many times. I need the number of rows/columns to be editable by a user, as well as the size of the tiles.

    Is there a solution using puzzles? I began using the clone object puzzle but I’m not sure if this would be an efficient way to do it (is there a way to instance meshes instead maybe?)

    To make things more complicated I need to be able to flip every other tile so that they form a kind of book-matched pattern (see image attached).

    Any help or thoughts would be greatly appreciated

    Thanks

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    #70001
    kdv
    Participant

    to create a 2D array of clones see the puzzles of this demo
    https://cdn.soft8soft.com/demo/blender/clone_object/clone_object.html
    A bit of additional logic will allow you to rotate tiles in every even raw.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #70003
    xeon
    Customer

    Given this is a tile. Perhaps just create controls for a UV map and not worry about the geo?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #70004
    kdv
    Participant

    UV map controlling won’t allow to combine two neighbouring tiles.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #70009
    xeon
    Customer

    Still don’t see the point in trying to flip tiles. A large map with the tiles already flipped as needed in one large texture. Unless you need to allow a user to flip an individual tile having one odd tile in the mix. If you want the user to adjust the orientation of a specific tile, you would just shift the UV the tile width and all other tiles would change with it. But perhaps I don’t fully understand the ask.

    KDV sent you an email. Let me know if you are interested.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #70010
    kdv
    Participant

    Xeon, no letters from you today :unsure:

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #70011
    xeon
    Customer

    go back a few days….sending again now.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #70046
    Ben
    Customer

    Thanks v much for the info. In the end I used the clone puzzle based on the link kdv sent and the tiles are flipped where needed by inverting scale on x/y axes. The repeated uv approach maybe could have worked but I ended up needing to specify a dynamic gap between tiles, so physical polys were easier to manage. Thanks again

    #70047
    kdv
    Participant

    the tiles are flipped where needed by inverting scale on x/y axes

    If those tiles are simmetrical it’s better rotate them by 180 in their local coordinates (change local rotation) instead of flipping scale. Negative scale is not a good approach in any 3D software )))

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #70048
    Ben
    Customer

    Yeah I agree, but unfortunately they’re not symmetrical. I was actually surprised the tops weren’t flipped to backfacing polys when I inverted on one axis. Verge must handle things a little differently (definitely not complaining in this case).

    You’re right though I’ll need to keep an eye out for any odd rendering etc going forward..

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