Problem with an array modifier.

Hi All,

I encounter some weird problem with an array modifier.
I’m trying to make a rim for a wheel but it renders an ugly thing.
This artifact exists twice on the rim at the top and bottom (like picture).
I tried with a curve modifier, with or without subsurf or smooth but nothing changes.
The model is repeated 96 times around an empty and its dimensions were refined a lot of time without success.

Thanks in advance.

You want 96 objects arrayed around a circle. Therefore the empty used to create the array needs to be rotated 360/96 = 3.75 degrees. In your scene you have rotated it 3.833 degrees. You therefore have overlapping geometry given the size of your base mesh


Your array merge distance is also too high so merging incorrect vertices


Your arrayed object is also not square


Before you model anything further you need to fix the mesh that you are arraying so its the correct width that allows it to be arrayed 96 times and fit an exact circle and the adjacent vertices merged together

Also have the subsurf modifier below the array modifier so you subsurf and arrayed mesh and not array a subsurfed mesh

Thanks a lot,

Your arrayed object is also not square

Because it’s just a circle and the two face are spaced the inner face must be shorter than the outer?

For something like that, the screw modifier is more suited.

Attachments

wheel_53-1_000.blend (719 KB)

The image shows the view from the top, both the inner and outer face of the rim object vary in width ? You think this is correct ?


Inner faces of wheel, not square !


Or Curve and bevel object for the wheel profile


Hi,

I listened carefully to your advices and have still some/same problems:
In front view
A/
1/ selected the left side (alt+RMB) and then S+X+0 (scale X 0.0).
2/ selected the right side (alt+RMB) and then S+X+0 (scale X 0.0).
It makes the object squared. All L/R points have the same X coordinate.
B/ Put the Empty rotation to 3.75° as asked.
C/
1/changed the merge distance to 0.0025 (first value where the bottom point merges) but it messes the mesh with the subsurf because;
2/ the object is not enough large at bottom. There is a little space between replications.
3/ the top is now too large as previewed (there is an overlapping in the array replication).

Options;
1/ move the object in top direction until the bottom issue is solved (reduction of the rim diameter) or enlarge the X value of the piece.
2/ reduce the top length of the object by applying a rotation on both sides.
Here is how I did it before without success:
a/ create a plane guide with 3.75° of rotation.
b/ In object mode, put back the pivot point to center of geometry.
c/ Apply a rotation on Y so a side sticks to the plane.
d/ make the same thing with other side.
e/ In object mode, put back the pivot point to 0,0,0.

f/ Back to C step.

The attachment is at step before Options

Updated wheel rim attached

Attachments

wheel_55.blend (764 KB)

Well, that’s the result I want but it may be helpful for us that you share your comments about the sequence I described.
What was your solution?