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	<title>Doc:2.6/Manual/Modifiers/Generate/Array - 版の履歴</title>
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	<updated>2026-06-07T05:55:46Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Modifiers/Generate/Array&amp;diff=100625&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:39:37Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:39時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
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		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Modifiers/Generate/Array&amp;diff=100624&amp;oldid=prev</id>
		<title>wiki&gt;Mam711: minor edits</title>
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		<updated>2013-07-11T04:36:03Z</updated>

		<summary type="html">&lt;p&gt;minor edits&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.5|Doc:2.5/Manual/Modeling/Mesh/Skin|Doc:2.5/Manual/Modifiers/Objects/ParticleInstance}}&lt;br /&gt;
&lt;br /&gt;
= Array Modifier =&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode=Object mode&lt;br /&gt;
 |panel=Properties Window -&amp;gt; Context Button {{Literal|Modifiers }}[[File:CZ_Modifier_ContextButton.png]]&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
== Description ==&lt;br /&gt;
[[File:Dev_Array_Multi_Dimension.png|thumb|250px|right|Multidimensional array animated with motion blur.]]&lt;br /&gt;
The {{Literal|Array}} modifier creates an array of copies of the base object, with each copy being offset from the previous one in a number of possible ways. Vertices in adjacent copies can be merged based on a merge distance, allowing smooth subsurf frameworks to be generated.&lt;br /&gt;
&lt;br /&gt;
This modifier can be useful when combined with tilable meshes for quickly developing large scenes. It is also useful for creating complex repetitive shapes.&lt;br /&gt;
&lt;br /&gt;
Multiple array modifiers may be active for an object at the same time, e.g. to create complex 3 dimensional constructs.&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
[[File:CZ_ArrayModifier_IF.png|frame|right|{{Literal|Array}} modifier.]]&lt;br /&gt;
[[File:Manual_CZ_ArrayModifier_FitType_Menu.png|frame|right|{{Literal|Fit Type}} menu.]]&lt;br /&gt;
;{{Literal|Fit Type}} menu&lt;br /&gt;
:Controls how the length of the array is determined. There are three choices, activating respectively the display of the {{Literal|Curve}}, {{Literal|Length}} or {{Literal|Count}} setting:&lt;br /&gt;
:*{{Literal|Fit Curve}} – Generates enough copies to fit within the length of the curve object specified in {{Literal|Curve}}.&lt;br /&gt;
:*{{Literal|Fit Length}} – Generates enough copies to fit within the fixed length given by {{Literal|Length}}.&lt;br /&gt;
:*{{Literal|Fixed Count}} – Generates the number of copies specified in {{Literal|Count}}.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Curve}}&lt;br /&gt;
:The Curve object to use for {{Literal|Fit Curve}}.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Length}}&lt;br /&gt;
:The length to use for {{Literal|Fit Length}}.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Count}}&lt;br /&gt;
:The number of duplicates to use for {{Literal|Fixed Count}}.&lt;br /&gt;
&lt;br /&gt;
{{Note|Notes|&lt;br /&gt;
*Both {{Literal|Fit Curve}} and {{Literal|Fit Length}} use the local coordinate system size of the base object, which means that scaling the base object in {{Literal|Object}} mode will not change the number of copies generated by the {{Literal|Array}} modifier.&lt;br /&gt;
*{{Literal|Fit Length}} uses the local coordinate system length of the curve, which means that scaling the curve in {{Literal|Object}} mode will not change the number of copies generated by the {{Literal|Array}} modifier.&lt;br /&gt;
*Applying the scale with the {{Literal|Apply Scale}} button can be useful for each one.}}&lt;br /&gt;
{{Clr}}&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Constant Offset}}, {{Literal|X}}, {{Literal|Y}}, {{Literal|Z}}&lt;br /&gt;
:Adds a constant translation component to the duplicate object’s offset. X, Y and Z constant components can be specified.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Relative Offset}}, {{Literal|X}}, {{Literal|Y}}, {{Literal|Z}}&lt;br /&gt;
:[[File:Dev-Array-Scale_eg.png|frame|right|Relative offset example.]]&lt;br /&gt;
:Adds a translation equal to the object’s bounding box size along each axis, multiplied by a scaling factor, to the offset. X, Y and Z scaling factors can be specified. See ''Relative offset example''.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Object Offset}}&lt;br /&gt;
:[[File:Dev_Array_offset_eg.png|frame|right|Object offset example.]]&lt;br /&gt;
:Adds a transformation taken from an object (relative to the current object) to the offset. See ''Object offset example''. It is good practice to use an Empty object centered or near to the initial object. E.g. by rotating this Empty a circle or helix of objects can be created.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Merge}}&lt;br /&gt;
:If enabled, vertices in each copy will be merged with vertices in the next copy that are within the given {{Literal|Distance}}.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|First Last}}&lt;br /&gt;
:If enabled '''and''' {{Literal|Merge}} is enabled, vertices in the first copy will be merged with vertices in the last copy (this is useful for circular objects; see (''First Last merge example'')).&lt;br /&gt;
:{|align=center&lt;br /&gt;
  |align=center|[[File:Dev-ArrayModifier-FirstLastDiscontinuity01.png]]&lt;br /&gt;
  |align=center|[[File:Dev-ArrayModifier-FirstLastMerge01.png]]&lt;br /&gt;
  |-&lt;br /&gt;
  |Subsurf discontinuity caused by not merging vertices between first and last copies ({{Literal|First Last}} off).&lt;br /&gt;
  |Subsurf discontinuity eliminated by merging vertices between first and last copies ({{Literal|First Last}} on).&lt;br /&gt;
  |-&lt;br /&gt;
  |valign=top colspan=2|{{Literal|First Last}} merge example.&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Distance}}&lt;br /&gt;
:Controls the merge distance for {{Literal|Merge}}.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Start cap}}&lt;br /&gt;
:The mesh object to be used as a start cap. A single copy of this object will be placed at the “beginning” of the array – in fact, as if it was in position '''-1''', i.e. one “array step” before the first “regular” array copy. Of course, if {{Literal|Merge}} is activated, and the {{Literal|Start cap}} is near enough to the first copy, they will be merged.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|End cap}}&lt;br /&gt;
:The mesh object to be used as an end cap. A single copy of this object will be placed at the “end” of the array – in fact, as if it was in position '''n+1''', i.e. one “array step” after the last “regular” array copy. And as {{Literal|Start cap}}, it can be merged with the last copy…&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Hints ==&lt;br /&gt;
=== Offset Calculation ===&lt;br /&gt;
The transformation applied from one copy to the next is calculated as the sum of the three different components ({{Literal|Relative}}, {{Literal|Constant}} and {{Literal|Object}}), all of which can be enabled/disabled independently of the others. This allows, for example, a relative offset of '''(1, 0, 0)''' and a constant offset of '''(0.1, 0, 0)''', giving an array of objects neatly spaced along the X axis with a constant '''0.1BU''' (Blender Units) between them, whatever the original object’s size.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
=== Mechanical ===&lt;br /&gt;
{|align=center&lt;br /&gt;
 |valign=top|[[File:Blender_Array_Bridge.png|thumb|300px|A bridge made from a tileable mesh.]]&lt;br /&gt;
 |valign=top|[[File:Dev-ArrayModifier-track01.png|thumb|300px|A track.&amp;lt;br /&amp;gt;[[Media:Tracktest.blend|Sample blend file]]]]&lt;br /&gt;
 |-&lt;br /&gt;
 |valign=top|[[File:Dev-ArrayModifier-Cog01.png|thumb|300px|A cog created from a single segment.&amp;lt;br /&amp;gt;[[Media:Dev-ArrayModifier-Cog01.blend|Sample blend file]]]]&lt;br /&gt;
 |valign=top|[[File:Dev-ArrayModifier-Crankshaft01.png|thumb|300px|A crankshaft.&amp;lt;br /&amp;gt;[[Media:Dev-ArrayModifier-Crankshaft01.blend|Sample blend file]]]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Dev-ArrayModifier-Chain01.png|thumb|300px|A chain created from a single link.&amp;lt;br /&amp;gt;[[Media:Dev-ArrayModifier-Chain01.blend|Sample blend file]]]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=== Fractal ===&lt;br /&gt;
{|align=center&lt;br /&gt;
 |rowspan=2 valign=top|[[File:Dev_Array_Multi_Dimension.png|thumb|300px|Multidimensional array animated with motion blur.]]&lt;br /&gt;
 |valign=top|[[File:Dev-ArrayModifier-Fractal01.png|thumb|300px|A fractal-like image created with multiple array modifiers applied to a cube.&amp;lt;br /&amp;gt;[[Media:Dev-ArrayModifier-Fractal01.blend|Sample blend file]]]]&lt;br /&gt;
 |-&lt;br /&gt;
 |valign=top|[[File:Dev-ArrayModifier_Fractal_11.png|thumb|300px|A fractal fern image created with 2 array modifiers and 1 mirror applied to a cube.]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=== Organic ===&lt;br /&gt;
{|align=center&lt;br /&gt;
 |valign=top|[[File:Dev_Array_Fractal_example.png|thumb|300px|Subsurfed cube array with 1 object offset, 4 cubes and a high vertex merge setting to give the effect of skinning.]]&lt;br /&gt;
 |valign=top|[[File:Dev-ArrayModifier-Spiral01.png|thumb|300px|A double spiral created with two array modifiers and one subsurf modifier applied to a cube. As above, the vertex merge threshold is set very high to give the effect of skinning.&amp;lt;br /&amp;gt;[[Media:Dev-ArrayModifier-Spiral01.blend|Sample blend file]]]]&lt;br /&gt;
 |-&lt;br /&gt;
 |colspan=2 valign=top|[[File:Manual-Modifier-Array-Tentacle01.png|thumb|600px|A tentacle created with an {{Literal|Array}} modifier followed by a {{Literal|Curve}} modifier. The segment in the foreground is the base mesh for the tentacle; the tentacle is capped by two specially-modeled objects deformed by the same {{Literal|Curve}} object as the main part of the tentacle.&amp;lt;br /&amp;gt;[[Media:Manual-Modifier-Array-Tentacle01.blend|Sample blend file]]]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*[http://vimeo.com/46061877 Neal Hirsig's Array Modifier Screencast on Vimeo]&lt;br /&gt;
*[[Doc:2.4/Tutorials/Modifiers/A Double Helix|Creating A Double Helix With Modifiers]]&lt;br /&gt;
The 'Double Helix' tutorial explains the {{Literal|Array}} modifier.&lt;br /&gt;
It is for an old Blender Version (2.44) but except for the keyboard&lt;br /&gt;
shortcuts it is still valid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.5/Manual/Modeling/Mesh/Skin|Doc:2.5/Manual/Modifiers/Objects/ParticleInstance}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Array modifier]]&lt;br /&gt;
[[Category:Modifiers]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mam711</name></author>
		
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