Back again with yet another question. I am trying to create a honeycomb/lattice pattern for a shoe midsole, similar to the Adidas Futurecraft Shoe.
I want this to maintain functionality and be 3D printable, so I am playing around with different methods.
I tried using the skin modifier and arrays, but could not find a way to make it come out the way I wanted.
However, I recently discovered this video, in which the designer uses Cell Fracturing and particle systems to break the model into a lattice design. https://www.youtube.com/watch?v=LdnoDgXfa6w
This is what I wish to do! However I was wondering if there was a way to break the model up more uniformly when cell fracturing, so that I may be able to make proper changes and keep it more uniform.
Thanks in advance!
Hmm basically i did this with fracturing using “Own Particles” as point source. You can have particles form a grid or a hex grid if you start and end the particle emission on the same frame, also make sure to emit from volume.
Then comes the tricky part. Either you could use this for cell fracturing or you could use the Fracture Modifier (requires a special 2.79b based build, see here: )
If you use the Fracture Modifier (FM) you can just put it after the particle system modifier into the stack and finally add a wireframe modifier.
If you use cell fracture you will need to join the objects to a mesh and remove the double verts.
Then you could add a wireframe mod too.
I attached here a picture of how it may look like with FM. I also attached the blend file here:
But note you will need the Fracture Modifier build i linked here in order to use it properly.
Edit: you may probably need to apply the FM (not the wireframe mod) in order to be able to remove the doubles it creates (via operator) so the wireframe mod’s result looks a bit better.
Just wanted to say thank you! The model turned out relatively well after lots of experimenting with the resolution and such. 3D printing it however, appears to be rather difficult though…