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arquiguru Mar 24, 2020 @ 5:57pm
Applying a modifier to multiple objects
I'm trying to apply a Simple Deform to a set of separate objects I generated through the Bisualizer Add-On. But I can only apply the modifier to one single object (out of 60). How can I join these Objects into a single mesh or 'thing' to be able to apply a modifier? Ctrl + J isn't doing the job for some reason.
Originally posted by The Renderer:
Ah, ok. There are probably many ways to achieve this. One suggestion:

Create a Curve -> Circle (not a Mesh Circle!) and place it around your globe, where you want the bars to go. Add a Curve modifier to the bars object and pick the circle as "object". Try the different axes options until it is oriented the way you want (probably -Y?). Once you got that you can scale and rotate the circle as well as transform the bar object to change the exact placement, just fiddle with it, you'll figure it out.

Edit: If weird things happen remember to apply rotation and scale after you made a change
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The Renderer Mar 24, 2020 @ 11:05pm 
If you join them using Ctrl-J, the modifier of the active object will be kept, all others will be lost. So if you have the exact same modifier on all of them, you can use Ctrl-J. Otherwise you'll have to apply the modifiers one by one (or use a Python script). As far as I know.
still__alive Mar 25, 2020 @ 1:31am 
Originally posted by The Renderer:
If you join them using Ctrl-J, the modifier of the active object will be kept, all others will be lost. So if you have the exact same modifier on all of them, you can use Ctrl-J. Otherwise you'll have to apply the modifiers one by one (or use a Python script). As far as I know.

So assuming OP is only working with the Simple Deform modifier and no others, according to your description he could:

1. Put the modifier on one object,
2. Select them all, selecting the object with the modifier last (so it becomes the active object)
3. Ctrl+J to join them together

And the Simple Deform should now be applied to the rest of the objects. Right?

My quick test says this works.

@OP: In case you are not aware, the active object is a lighter shade of orange than the rest of the objects you have selected. EDIT: It is also a lighter shade of blue in the outliner.
The active object is also always the last object you've selected.

If you want to use box select, circle select, or select all (a), the active object will be the last object you selected manually. So select the one with the modifier, hit alt+a (or double tap a) to deselect everything, then use box select, circle select, or the a key to select everything.
Last edited by still__alive; Mar 25, 2020 @ 1:35am
The Renderer Mar 25, 2020 @ 8:33am 
Well, yes, but only if the modifier is exactly the same for all the objects (including all the settings!), which is probably not the case for the OP. Not sure, though, I don't know anything about the Bisualizer Addon.
*P0P$*FR3$H3NM3Y3R* Mar 25, 2020 @ 10:12am 
to OP: CTRL-J isn't working? Make sure that the ACTIVE OBJECT is a mesh object. Sometimes blender won't join objects when there is no active mesh object selected.
other than that, the describe method should work. Depending on the make of our 60 objects you might have to figure how to separate em again, most often one of the atuomatic separation methods will do the trick tho, either loose parts, material etc..
Last edited by *P0P$*FR3$H3NM3Y3R*; Mar 25, 2020 @ 10:13am
arquiguru Mar 25, 2020 @ 10:16am 
Thank you very much. I'm almost there. Followed the steps and realized it wasn't working because when I was pressing 'Ctrl + J' my mouse cursor was on the sidebar, not over the viewport. Ah! The subtleties...

Now everything is joined and working under one modifier. Except I can't get the modifier to work the way I'd like to.

See: https://imgur.com/nqxteSN

I want the equalizer bars to bend 180 degrees around the sphere. I tried changing the settings, applying scale, etc with no luck. Still a lot to learn!
The author of this thread has indicated that this post answers the original topic.
The Renderer Mar 25, 2020 @ 10:31am 
Ah, ok. There are probably many ways to achieve this. One suggestion:

Create a Curve -> Circle (not a Mesh Circle!) and place it around your globe, where you want the bars to go. Add a Curve modifier to the bars object and pick the circle as "object". Try the different axes options until it is oriented the way you want (probably -Y?). Once you got that you can scale and rotate the circle as well as transform the bar object to change the exact placement, just fiddle with it, you'll figure it out.

Edit: If weird things happen remember to apply rotation and scale after you made a change
Last edited by The Renderer; Mar 25, 2020 @ 10:36am
*P0P$*FR3$H3NM3Y3R* Mar 25, 2020 @ 10:34am 
I couldnt replicate it with the simple deform modifier, however what you would want is BEND.
I made a quick mock up using a vertexct circle (of the sphere), converted it to a curve and used a curve modifier.
http://puu.sh/FoPa8/2ffb3074a8.jpg
However the curve modifier cant act a bit funky of curve origins and object origins are offset etc.
*P0P$*FR3$H3NM3Y3R* Mar 25, 2020 @ 10:42am 
Update: the simple deform modifier can actually do this..however i used the Z axis as roation axis and then rotated the geometry in edit mode by 90 degrees.
http://puu.sh/FoPmi/07f98f095b.jpg
The Renderer Mar 25, 2020 @ 10:54am 
Yeah, the deform modifier is quite hard to control.

Instead of rotating the geometry in edit mode, you can also rotate the origin only (since 2.82, I think?).
*P0P$*FR3$H3NM3Y3R* Mar 25, 2020 @ 11:02am 
Originally posted by The Renderer:
Yeah, the deform modifier is quite hard to control.

Instead of rotating the geometry in edit mode, you can also rotate the origin only (since 2.82, I think?).
There is a way to rotate the origin individually?
The Renderer Mar 25, 2020 @ 11:03am 
Yes. In the top right, there is a little "Options" menu (above all the viewport and gizmo settings). Pull it down and tick "origins" to manipulate the origin only.

Edit: You have to be in object mode, else the menu shows different stuff.
Last edited by The Renderer; Mar 25, 2020 @ 11:04am
*P0P$*FR3$H3NM3Y3R* Mar 25, 2020 @ 11:20am 
Oh yeah. thanks alot, I never knew this. Still haven't grasped what this could be used for, but there has to be a reason they included it :D
The Renderer Mar 25, 2020 @ 11:30am 
Well, this is what it could be used for. ;)
A lot of modifiers rely on local axes and changing the origin you can manipulate the effects easily.

Also rotating around something else than the geometric origin and similar. Yes, you could try using the 3D cursor but that thing is so inprecise, I never use it. And other methods are just cumbersome compared to just moving the origin. I'd missed that option since I started using Blender, so I am very happy that they included it now.
arquiguru Mar 25, 2020 @ 4:59pm 
Wow, thanks for the help! I managed to do something about it. I used the curve modifier as you recommended and worked from there. Although non my inputs seemed to work as expected. The whole thing about axes and origins still hurt my head.

This is it, a mix of some of Duck3d tutorials https://gfycat.com/poorequaljavalina

Thanks again!
The Renderer Mar 25, 2020 @ 10:55pm 
Originally posted by ~deadhappypuppy:
Wow, thanks for the help! I managed to do something about it. I used the curve modifier as you recommended and worked from there. Although non my inputs seemed to work as expected. The whole thing about axes and origins still hurt my head.

This is it, a mix of some of Duck3d tutorials https://gfycat.com/poorequaljavalina

Thanks again!

Yeah, it takes a bit to get used to. Glad you could get it to work and cool animation!
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Date Posted: Mar 24, 2020 @ 5:57pm
Posts: 15