I’m trying to clone cylinders in a circle. I followed a tutorial that showed how to array the object along a curve. This is fine except that now all the cylinders are distorted, which I don’t want.
I guess thats the most commmon way of doing that: https://www.youtube.com/watch?v=a6g-OhOVOPY
I bet there also a tons of more nice way with geometry nodes, but i cant refer any specific tutorials
I’m unable to watch the YouTube video recommended by the other poster, so my suggestion may be the same - instance objects. Use the array modifier on a single vertex to follow around your circle. Then somewhere (sorry haha not at a computer right now) under the vertex object data properties you can choose to have it instanced as the cylinder. This stops distortion.
I tried what you said and it worked but I have a new problem. I need all the cylinders facing inwards. NOT having the same rotation. Take a look. The top image is what I did with your note. It’s great, but I can’t adjust the rotation so they look like the lower image, facing inwards.
Just use an empty to control the “object offset”.
In case you want to do this but don’t know how…
Offset your cylinder from the 3D cursor (I moved it along the +Y axis) and be sure to set the cylinder’s origin to the 3D cursor. Or just apply all Transforms.
Add an empty. I use plain axes, but anything will work. You could even do this with a mesh.
Add the array modifier to the cylinder and enable “object offset.”