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in this tutorial I will show you how to
array an object around another object in
blender and I'll also show you why this
feature might be useful for different
things that you're creating so I'm going
to click right down here on the modifier
properties and I can click on ADD
modifier and under generate I'm going to
click on the array modifier so the array
modifier is going to take the geometry
and it's basically going to duplicate it
and move it over and so we have a count
here so I can click on this to turn the
count up and we also have a relative
offset and so what this will do is it'll
array the object over just by the object
size because it is set to 1. and right
now since it's on factor x it is going
to array it over on the x-axis and I can
drag this factor x if I want there to be
more space in between each arrayed
object and then I could also array on
the y-axis as well or the z-axis as well
now to array this object from a
different object I can press shift a and
I'm just going to add a plain axis and
I'm just using the plane axis because
these objects don't show up in the
render but you could really use any
object so I'm now going to click back on
the cube and I'm going to turn on the
object offset and I can click on the
Arrow to open it up and then right here
on the object I can choose the empty or
I can click on the eyedropper and click
on the empty so this way instead of it
being arrayed over by the object it's
being arrayed over by the other object
and so if I move the empty around it's
going to move around the arrayed objects
and then if I select the cube again I'm
going to just turn the factor x to 1
which is the default so if I now move
the empty farther and farther away from
the center the objects are going to be
arrayed by that amount so if I press the
N key to open up the side panel I can go
here to item and you can see that this
object has location rotation and scale
values and if I want to move the empty
back to its default position which is in
the center I can press alt G and that
will clear the location but now as I
move the empty farther and farther away
you can see the location values are
moving so for instance if I just move
this out on the x-axis this you can see
just the x-axis is moving so I could
maybe just turn this to like a three and
now each object is going to have a space
of three in between them because this
object has been moved over by three and
this will also work for rotation and
scale as well so I'm going to hit s to
scale and then I'm going to type in 0.9
and then enter so because I've scaled
this by 0.9 you can see here on the
scale values it is at 0.9 and so each
cube is going to get smaller and smaller
and if I click on the cubes I could turn
up the count just so you can see more of
them and so again because this empty has
been scaled by 0.9 it is smaller than
its default scale and so each cube is
going to be scaled down by 0.1 and this
will work for rotation as well so if I
hit R to rotate I can rotate this over
and for instance let's just say I want
to rotate this over by five degrees and
then I could also hit negative to rotate
it by negative 5 degrees and hit enter
so now each Cube will be rotated over by
five degrees because this empty is going
rotated over and if I click back on the
cubes I could turn up the count I could
turn up the count by a lot and you can
see it's just going to continue to get
smaller and smaller so now I could move
this around I could rotate it and you
can do some really cool things with this
so you could scale these you could kind
of move them around and you can get some
really cool results just by moving
around the empty and rotating it and
scaling it and so maybe you're creating
some like abstract art and you want to
create some cool like sci-fi abstract
tunnel you could do that with this
method or of course you could scale it
up or down if you want it to be bigger
or smaller but because all of these
objects are just a duplicate of the
first object I can tab to go into edit
mode of this object and I could edit the
object so for instance I could select
this face here and I could move it up on
the z-axis and that's going to change
for all the objects and another reason
why you might want to use this feature
is if you're making something like a
flower so I just modeled this very
simple like stylized petal and then what
I'm going to do on this object is click
on ADD modifier add the array modifier
but then I don't want it to be moving
out so right here on the relative offset
on the factor here I could just turn
that to zero and then if I go here to
the object offset I can open this up I
could click on the eyedropper and I
could select this empty object that I've
added right here so then what I could do
is I could select the empty and I could
rotate the empty and you can see that's
going to rotate around and then if I
click back on the pedals I could like
turn up the count here so I could make
much more pedals and then I could select
the empty again and I could rotate that
back and you can see the pedals are
going through each other so if I want to
make the petals farther away I could
just move the empty object and that's
going to move where the center is and
then I could also add an object here in
the center and there we go we have a
little stylized flower and again what's
so useful about this is that I can still
edit this object and it will affect the
other objects I could like extrude out
this face here maybe scale it down kind
of move it around and you can see it's
going to affect all of the other petals
so that is super useful and then let's
say you're creating something like a
propeller blade and you want there to be
exactly three your blades and you want
the spacing in between them to be
exactly the same so I just modeled this
basic propeller blade and you can see
that the object's origin is in the very
center there of the 3D scene and then I
also added an empty object and I kept it
in the very center so then I could
select the propeller I could click on
ADD modifier and I could add the array
and then right here on the factor x I
could turn that to zero because I don't
want it to be moving over and then let's
add the object offset I can click on the
Arrow here and I can click on the
eyedropper and let's select this empty
so now if I select the empty and start
to rotate it just like the flower it's
going to move over and then I want three
propeller blades so if I click back here
on this object I could turn the count up
to three so I could just kind of rotate
this around and try to get it to
something that looks close but what's so
great about using the empty object as
the rotation is that I could just rotate
this to an exact amount so with the
empty selected I will press alt R and
ALT R is going to clear the rotation now
360 degrees is all the way around so if
you divide 360 degrees into three
different pieces that is going to be 120
degrees and if I hit R to rotate I can
type in 120 and right up there in the
corner you can see it says 120 and then
I can hit enter and there we go so
because I've rotated this object over by
120 120 is the angle in between one of
these and so then each one of these is
going to be exactly 120 and then of
course you could like model another
object here in the center for the
propeller and then also if you move both
objects together like if I hold down the
shift key and select both of these
objects and I rotate them it's not going
to mess up the rotation whereas if I
just rotated the empty by itself you can
see it would mess up the rotation and
then one more example I wanted to show
you let's say you're creating a gear
object and you want the gear pieces to
be touching each other and connecting to
do that I could press shift s go to
Cursed world origin to make sure the 3D
cursor is in the center then I could
press shift a and like I could just add
a circle here I'll press 7 on the an
unpad for top view and I can press the
Tab Key to go into edit mode and what
I'm just going to do is box select some
of these vertices and I'm just going to
leave the 4 at the top so I could just
delete that then I could hold down the
shift key and select these vertices so I
could press e to extrude and just bring
that out and stick that there and then I
could also select these vertices here
and I could extrude this down so this is
going to be one piece of the gear so I
can go back to object mode I can click
on ADD modifier and I could add the
array and then again I could turn the
factor to zero and then I want to press
shift a and I'm just going to add a
plane axis and then back on this object
I can go to the object offset and I can
click here on the eyedropper and select
the empty so then I can rotate the empty
around and it's going to rotate that
gear piece so for a gear like this let's
say I want to have eight teeth so what I
could do is select the gear go to the
count and I could turn the count up to
eight and then I can select the empty
object and I can rotate it and you can
see it's going to rotate around so again
I only want to rotate this object by the
m amount which is going to be in between
one of the arrayed objects I'll hit R to
rotate and half of 90 is 45 so I can
type in 45 and enter and there we go so
we now have a gear with eight different
teeth now if I tap into edit mode I can
just box select these vertices here and
I can kind of bring them in because I
want to merge that into the center but
you can see this isn't really merging we
can kind of fit it together like that
but there's some overlapping faces so
what I want to do is merge the vertices
which are overlapping so on the array
modifier you can turn on the merge
option and I can click on this Arrow to
open this up and then there is a
distance right here so what I'm going to
do is press s to scale then I can type
in 0 and then enter so that all these
vertices are squished together and then
to remove the overlapping vertices I can
press the m key and I can merge at
Center so now this right here is just
one single vertex and then I can just
bring this forward and if I just drag it
really close I can just drag it like
that close then I could turn up the
merge distance so I'm just going to drag
this up until they are all connecting
and then you can see there's still some
weird shading issues that's just because
I need to recalculate the normals so I
can select everything and press shift n
to recalculate the normals but now you
can see that the center there is going
to be merged together if it gets close
enough and then of course I could select
everything and I could like extrude it
to give the gear some thickness so this
array tool can be very helpful when
you're 3D modeling so that's it for this
video I hope you enjoyed this and thank
you for watching and if you'd like to
help support me and my YouTube channel
then you can check out my gumroad store
and my patreon page and the YouTube
memberships with the links in the
description but I hope you found this
helpful and thank you for watching
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