Array creates copies with increasing, not same size

I’m again stuck with that terrible Blender tutorial from Udemy.

Not scripted and not checked, something is always missing.

I have to built a plant with leaves and created one leaf and needed to multiply it with the array modifier. In the tutorial it just copies the leaf.

In my case every leaf is bigger than the previous one and after leaf number 6 (I need 30), this becomes ridiculous.

I’m attaching a sceenshot and the blender file.

I have the same settings as the tutorial but I can’t copy its results.

I wish there were a Blender course that is created professionally and has a script and not just a guy talking and doing his thing without thinking that he is talking to people who are new at this.

How can I create identical sized leaves?

thanks!


plant.blend (830.1 KB)

Steps to fix.

  1. Select the empty (controller of array) and object (leaf) and apply scale (ctrl+A > Scale)
  2. Select the leaf, press shift+S and select “cursor to selected”
  3. Select the controller of array, press shift+S and select “selection to cursor”
  4. Now move the controller of array up to change the distance between leaves.
  5. You can also rotate the controller of array around the Z axis to make the leaf turn around the stem.
  6. If you want to change the size of the leaf, you have to scale both the leaf and controller of array.

You probably scaled your leaf in object mode. That causes the array modifier to apply the scale across the objects (or the inverse of it, I guess). Try selecting your leaf and hit Control-A. Then in the “Apply” menu that pops up, select Scale.

Edit: GrimZA beat me to it. :slight_smile:

Welcome back :stuck_out_tongue:

Thanks. It has been a while.

Thank you, GrimZA.

This kind of information I would love to see in courses. Instead, they let you just hop through the hoops and not give you the logic of the software.

Very helpful to understand the connection between the empty and the things it controls. Once an empty is there, so I understood, I have to treat it as a part of the object and always include it in manipulations of the actual objects.

Unfortunately it is common with low quality tutorials and even some higher quality ones.

The hard surface tutorial by Aidy Burrows and Gleb Alexandrov is an example, Aidy is more technical and explains everything while Gleb is more free form and will skip some explanations. There were also issues where Gleb made changes to the model without recording them thus making it hard for some users to follow along.

What i like to do after following a tutorial is to take things apart and isolate them to see what they need to function and then break those things down further to find out the bare minimum they need.

Helped me understand rigging and some hardsurface modeling.