Hi. I attached screenshot of my scene. There’s a simple array composed of a subsurfed cube. Curve defines shape of array and there’s also a cute empty which defines the scale.
Now the important staff. Array is using x relative offset of 0.8 so “cubes” intersect with each other. After applying the array resulting mesh is quite crappy (for example I cannot decimate it, booleans produce strange results, etc …). This is the problem I’m trying to solve.
I tried to fix it by separating all individual cubes (pkey->all loose parts, in edit mode) and uniting them one by one using boolean operations. It took ages (I’m not really a fast clicker:-)) … and … it failed … because resulting mesh was non-manifold (which is in fact quite common for buggy booleans in blender, at least from my experience:-)). It could be possible to fix the mesh by hand etc but I definitely don’t like it. I recalculated normals before operation so it’s not an issue.
I’m pretty new to blender (2 days actually:-)) so maybe I’m doing it plainly wrong and I believe there could be a better way how to do the job. Any suggestions?