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I've seen variations of this question on here but I'm looking for a solution that will integrate the correct rotation of the arrayed objects aswell as loop endlessly, the below example is exactly what I'm looking for apart from that it cuts out after the start of the curve.

Hope that makes sense, any help would be greatly appreciated thank you!

At the moment I'm trying to combine these 2 different setups:

is it possible to move points along curve normals (Geometry Nodes)

how to bend geometry with geometry nodes

enter image description here

JaRa
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1 Answers1

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add this to the x-array node:

enter image description here

change count to 280

enter image description here

result:

enter image description here

Chris
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  • Thanks for that Chris, mostly achieves the result albeit very slowly haha.. do you know the reason why that slows down the fps so much? And unfortunately it's not quite as versatile as I was hoping, whenever I change the input curve or adjust the spacing for the arrayed objects (Multiply node controlling offset in your above image) it seems to cause a hiccup in the animation. Would there be a way of combining it with this setup: https://blender.stackexchange.com/questions/258733/is-it-possible-to-move-points-along-curve-normals-geometry-nodes the looping on it was very seamless and quick! – JaRa Apr 01 '22 at 07:18
  • I've been trying to crack it this afternoon but still can't figure it out...would there be a way to use the map range node to remap the values from this setup onto the spiral? https://blender.stackexchange.com/questions/258733/is-it-possible-to-move-points-along-curve-normals-geometry-nodes – JaRa Apr 03 '22 at 02:25