I’d like to somewhat procedurally make variations of this string of garlic
My thought is that with the skin modifier I can visualize the points on edges where instances will appear and I can also use the (ctrl+a) vertex radius X to define how big the instance will be scaled and radius Y to manually rotate the instances into a better position. The initial position will have the instance Z axis aligned to the edge the vert is on and then spin it around with that radius Y value.
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Hi thinsoldier,
maybe instead of using a mesh with the Skin modifier you could use a Poly Curve instead and instance the garlic geometry onto the curve points using geometry nodes? You would already have control for the radius and the tilt:
I used the
Merge by Distance node to avoid two instances on the same place where the curve branches off.
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No, unfortunately you can’t… Try see in GN’s spreadsheet if you can see skin data anywhere… Its not there…
Viewport controls for attributes is often requested and is currently in a very basic state… In Edit Mode there is Mesh → Set Attribute… That’s it. Also, curves don’t have Custom Attributes yet.
The hope is that one day you can configure shortcuts (like Ctrl-A & Mouse-Drag) in the Attribute panel to use in the Viewport, but it doesn’t exist yet.
You’ll have to find workarounds in the meantime like Zebr4’s suggestion.
Good luck.
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