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Advanced Array Modifier


Fabio Russo writes:

I wanted to point out with this video: a new feature for Advanded Array Modifier. I finally managed to implement the local rotation for copies.

Fabio continues:

AMA (Advanced Modifier Array) is an update of the modifier Array of Blender. It performs the same operations of the modifier Array, but with some features extra. You can change the location, rotation, scaling, material between Array objects.

In addition there are advanced techniques of cloning, how to tie a group of objects to a clone, or the ray.

The part of Objects Cap has been improved, now you can even add a Mid Cap and this can be distributed in various ways.

The following features have been implemented a few days ago:

Builds are uploaded to GraphicAll!

See you soon with new features;-)

Best regards,

Fabio Russo

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.


  1. That's ... actually pretty stinkin' cool. At first I was all "yaawwwwnnnn boring .." and then you get to the more actually advanced stuff and I went *POP!* "Hey this is really slick!"

    Yes, I have sound effects in my head. Goes well with the voices.

    • Benjamin Lindquist on

      It's probably quite hard to show off all the coding work in a video without voiceover, I pretty much agree though...
      Your comment was amusing either way. :D

  2. This is just what I have been waiting for.  This will definitely speed up some of my projects.  Put this in the TRUNK!!!

  3. While you are tinkering with the array modifier code, is it easy to modify the color of the objects in an array in even increments (say by hsv or rgb) as defined by an offset or something of the like?  It would be kinda neat to be able to do this without making 100 different materials by hand.  

  4. Fabio, i was very impressed with an earlier version but personally i really wanted to be able to have local rotation for copies and now you've perfected it with that.
    Amazing work.. this should be in trunk.
    Hoping for an OS X version on Graphical....sniff sniff.

    Until then... is it possible to have this as an addon? or patch the core files yourself?

  5. The 64 bit Windows build on at rev. 43124 doesn't run, for me. libgomp-1.dll and possibly other libraries are missing. I was able to run the 32 bit version okay.

  6. This is the kind of things that should be done IMHO, extending and perfecting the available tools!!!
    nice, nice, nice
    Trunk trunk trunk!!!!

  7. Can anyone please tell me why we can't apply the same array modifier on more than one objects? Let's say I got a street light (two objects, the mesh and the actual light/spot) and I want to clone them along a road. It should be fairly easy, you make the light a child of the mesh and use an array modifier on the father (mesh). Boom! Cloned street lamps! Set the amount,distance and you're ready! I can't even use array mod. on lights. You can create instances and clones of object groups (groups that may carry lights, another array, extruded splines, meshes, text etc) in C4D since 2007-8. I'll agree with Eonmachrealm, perfecting the existing tools should be a priority.
    The example is pretty nice and it's a step to the right direction btw.

  8. Kirill Poltavets on

    Fabio makes simple but pretty useful tool! MidCap is great feature for creation of modern buildings. With current standard Array Modifier you need to check different meshes to fit everything exactly and make different complex combinations. I see that AMA is capable to solve these headaches.
    Randomization features are really great too! Also it will save a lot of memory if will be implemented with the support of Instances code (as an option probably). I'm not sure it's possible but I crave for this! Current Particle System code is really unintuitive in cases of "instance modelling" and deals (usually) with normals so you need to perform some tricks if you want simply to create that wall of bricks without a serious memory waste.
    I hope that further AMA will be improved even more! Now it must be completed and will be send in Trunk at least as an alternative to the standard Array.

  9. That's pretty awesome - what would make it even more awesome is if you could apply the modifier to a group and have it use one random object from that group in each iteration of the array that way you could for instance model a bunch of similar size but different looking planks and use the array to form a walkway where the planks all look sufficiently different (does that make sense?) 

  10. I'd love to see it in trunk its wonderful piece of work! Also if you could add a scale factor as well ass the other (rotation, location) would be handy. For example to create arrays with objects that vary in size ... like an array of books sitting on a shelf, or bottes sitting in a row .. as its very painful to create that with particles at the moment.

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