self-intersecting array ?...

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?

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Please, explain what you are trying to do, or at least what you are expecting blender to do. From your description, arrays probably aren’t the right approach.

I need to create a mesh which looks like one on the picture I attached. It means e a row of partially overlapping objects scaling a bit down at each iteration. Individual “objects” should look like cropped cone or something similar (I used subsurfed cube). I need a single well-behaved mesh so I can manipulate it further (decimate, boolean, whatever…).

Curve is not an issue (I can use curve modifier to any mesh as far i know).

As I described before booleans for separate objects don’t work for me probably because of blender’s fault :slight_smile:

And of course I’m expecting blender to simplify this job as much as possible.