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I am trying to do something I consider should be simple : I have an object "made of" other objects, and I try to apply a simple deform function (bend over an empty) on it. For that I have 2 ways of doing : first 1 join all my objects. The result looks fine, but the final shape being considered as a complex polygon, the file explodes in sizebefore the bending. second, I just decide that the basic shape is the parent of all the shapes and I apply my simple deform to it, after having set the same origin to all the elements. It ends as a total catastrophy, the parts flying in a big mess and loosing the whole coordination stuff. after the bending My question is simple: What Am I missing? why is a simple deform not applying the same way when objects are parents with the same origin defined? My spheres are not sticking to the model as they should...

  • Probably relevant here: https://blender.stackexchange.com/questions/7298/why-is-it-important-to-apply-transformation-to-an-objects-data – Timaroberts Jul 07 '20 at 03:25
  • nope sorry, I'm really on a static problem, with everything applied EXCEPT the simple deform. And if I apply it, result is the same. – Alexandre Jul 07 '20 at 08:16

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