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Attach Modifier... or something to that effect...
show user profile  Nanne
Hello mates,

I have a lot of planks that are instances of the original one, they are supposed to be put along the walls of a house, like a panel (I think that's what's it called). So what I need to do is to cut holes in this "wall of planks" (or panel) where doors and windows are. So I attach all the planks together to one mesh and then I use ProBoolean and it works great! :)

BUT! :) I would like to have a more procedural way. I would like to attach all the planks together with a modifier or something like that and then do the boolean on that, so that if I have to change something with the planks, like their width or thickness I can get back to the original plank, do the adjustment and it is all replicated to all the instances and then "modifier" turns it into one mesh again and I can reapply the boolean operation on it.

Is this possible you think? Or do I have to make the planks from scratch every time I need to change something about them?

Kristoffer Helander
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read 343 times
1/5/2012 2:03:36 PM (last edit: 1/5/2012 2:03:36 PM)
show user profile  Garp
What you want is a Compound Object, not a modifier. ProBoolean is just fine for that.

Unable to display content. Adobe Flash is required.

Note that you can do the same with the cutting object, if you want to keep its components procedural as well.
On more recent versions, you might want to use the Attach (No Intersection) method instead of Union.

read 333 times
1/5/2012 2:57:16 PM (last edit: 1/5/2012 3:00:39 PM)
show user profile  Nanne
Cool video, thanks for the effort :)

Alas, the boolean operation gets to complicated so I can't get it to work on my meshes. But I'll keep this in mind :)

Kristoffer Helander
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read 310 times
1/5/2012 5:51:04 PM (last edit: 1/5/2012 5:51:04 PM)
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