How would you go about making these kind of twisted objects. The twist consists of multiple objects. Somehow I can't get the result using the Twist modifier.
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2maybe this will help? https://blender.stackexchange.com/questions/114563/how-to-create-twisted-wires-in-blender/114566#114566 – moonboots Nov 09 '20 at 18:25
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1Just as a note: If you twist both bundles of strands in the same orientation the strands will untangle themselves very quickly. Real ropes therefore twist each consecutive bundle of strands in the opposite direction. – YPOC Nov 10 '20 at 14:15
3 Answers
Just for fun you can do this procedurally :)
Start with five circles and a bezier curve and add modifiers...
- Screw modifier
- Array modifier
- Curve modifier and target the Bezier curve
- Simple deform modifier > Twist
- Simple deform modifier > Bend
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3Yea... https://www.youtube.com/watch?v=eh8eb_ACLl8 ... and a cat can do it too https://www.cat-health-detective.com/images/cotytwisted.jpg – lemon Nov 09 '20 at 19:03
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4Call that procedural? Pah! Give it some Gorgious goodness and start with one vertex .. :D – Robin Betts Nov 09 '20 at 20:35
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2@RobinBetts Oh, I'll get there once... just gimme 200 years to practice... :D – jachym michal Nov 09 '20 at 20:38
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2@Robin "Gorgious Goodness" should definitely be a technical term in procedural modeling... :) – jachym michal Nov 10 '20 at 09:42
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Here's but another one, with a simple vertex and a curve.
First, start with a single vertex on 0, 0, 0. (Create a cube, go into edit mode and vertex select mode, select everything and right click > Merge > At Center).
Add a displace modifier along X.
Add a screw modifier along Z to get a nice circle.
Add another Screw along Z, this time to get a cylinder. You might have to check "Flip" normals if the normals are inverted. (Viewport overlays > Face Orientation)
Add 2 displace modifiers, along X and Y, to offset the cylinder.
Add a Mirror modifier to X and Y, set to bisect along X and Y, to get this kind of clover shaped cylinder.
Add a simple deform Twist modifier. Set angle to 360°.
Add 2 Displace modifiers to X and Y, and set the offset to either 1.707 or type 1 + sqrt(0.5) to get the exact value. (which will be rounded anyway by Blender)
Add two arrays along X and Y, set the count to 2 and the offset to relative -1.
Add a new Simple deform modifier set to Twist along Z by 360°.
Create a curve. Scale it way up. Add an Array modifier to your cylinders object and set it to "Fit Curve" and select your curve. Check "Merge".
Tweak the curve. Add a curve modifier to the base object and select the curve. You might have to tweak the Axis of the modifier.
Result :
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Here's another, using only the default cube and an empty. It is important that the origin is set to the 3d cursor for both cube and empty.
- Default cube
- Displace Modifier to shrink the cube
- Weld Modifier to weld the cube into a single vertex.
- Displace again to move it slightly
- Screw Modifier (twice) to create a circle
- Array Modifierto create a radial array from the empty
- Displace again to space the circles out. (used to scale the circles with array offset.)
- Array again to create a second radial array of the first
- Simple Deform Modifier (twice). Twist, then bend.
Gif and sample file below :
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3Pretty cool starting with the default cube :). Didn't know you could use the Displace modifier like that. And thanks for sharing the file. – jachym michal Nov 10 '20 at 09:44
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3This one definitely appeals. I mean. Who wants all the hassle of reaching for the Shift-A Create menu? – Robin Betts Nov 10 '20 at 09:56
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