I’m doing a spaceship tutorial I found, and it says about creating the boosters. So, I’ve created the first one, created an Empty to assign them to, but for some reason, when I create an Array Modifier, another one appears, the same size (which I want, but them, when I tie that to the Empty to (so I can rotate it into position), it scales up and changes position. If I increase the count more, the scale goes up and up on the new Rockets, and slightly moves…Any help!?
ah cool, thanks! I’d been trying to scale it (but it would also scale the original being in an array), but resetting it worked a treat. Is there any reason that it happened like that so I could avoid it in the future?
I don’t think you understood what I meant in object mode, previously, if I scaled the object, it would scale both together (and I’d still be in the original problem of two meshes are different sizes?)
What he means is, any scaling or other transformation you apply to an object in edit mode are directly affecting the coordinates of the vertices, whereas transformations in object mode are stored in a separate matrix, the stored vertex coordinates are not being affected.
And it is that separate matrix that is used to calculate the “Object Offset” in the Array modifier.
I wasn’t actually scaling or altering the mesh at any point? All I was doing was alterating the actual number of objects in the array. With every increase, the new mesh would scale up (by itself) and Move round (again, by itself), and when I tried to individually scale it (in edit mode), it would scale the new mesh down, as well as the Original - which isn’t what I wanted…
I managed to get it sorted though - not sure what I did differently, just started the whole thing again, and it worked
The Empty must have been scaled and moved. Any relative transformation between it and the mesh will be applied again on every replication of the mesh.
In other words, if there is any offset between the mesh and the Empty, that will give you the distance and direction of the spacing between the copies.
If there is any difference in rotation between the mesh and the Empty, that will give an additional rotation to each copy.
Any difference in scaling between the two will give you a successive difference in size between the copies.