Simple array question..how to create duplicates on both x and y axis

So i have a building that I need to put a lot of windows in. (skyscraper)

I want to put the main window in the top left corner (front view) and then have 4 on the x axis, and then 20 rows of that. (y axis)

How would I achieve this? I tried the array modifier, but I can only get it to make either colums or rows…(using constant offset)… not both

is it possible to do both columns and rows at the same time?

Add one array modifier fo X axis, and another one for Y axis.

Pfff that was such an logical solution. I feel dumb.

Thank you!

btw…is there any way to remove a specific object from the array? If I want one specific window gone… how would I do that?

The only way I know (I just started learning Blender a couple of weeks ago) would be to apply the modifier and modify the mesh manually.
Maybe there are some addons which offer such feature.

No, because they’re not objects. The modifier affects the object data (mesh, splines) of one object, it doesn’t produce multiple objects. The options to get rid of one are:

  • Apply the modifiers
  • Hide or cut the mesh with another modifier after the arrays
  • Make the distribution with something else than array modifiers. Procedural duplication, or particle system

Wouldn’t a boolean Modifier after the arrays allow you to subtract the unwanted window? Just make a cube object to encompass the unwanted window(s) and set the boolean to subtract. Shouldn’t be any need to apply any of the modifiers.

If you want to reduce load on your PC I would recommend alt-duplicating the objects. This will be faster than a array modifier, and will easily allow you to remove one, and should not be too slow to set up.

Thank you guys for your answers. Much clearer now

Regarding system resources… Just te be clear…

Using ALT-D instances of my window woulb be less taxing on my system as opposed to using the array and applying it?

Why is this? Because ALT-T duplicates share the same object and object data, in stead of copying it over and over again?

Yep. I think graphics cards are designed to be good at rendering multiple copies of the same object.

A convert-array-to-instanced-objects addon would be very nice, but I don’t know of one.

Yes, with or without applying the modifier, as the modifier result is used either way. But alt+D doesn’t create what is called an instance in Blender. It creates a linked duplicate

Linked duplicate doesn’t reference the whole object, only object data.

An instance references the whole object. Instancing options are:

  • procedural duplication: dupliverts, -frames, -faces, -groups. Dupligroups are also known as group instances
  • particle system duplication
  • linked libraries

Object data might be the most significant part resource-wise depending on your scene, but it’s not the same. Since linked duplicate doesn’t reference objects, you can use different modifiers on them, which in turn modify the original referenced data and gives you different results with new resource requirements.