I'm trying to line up the Second Markers on the face in an effort to have a stab at turning the logo into a clock face. If I select the marker and rotate around the X they move off into a pretty pattern, not the simple rotation of the array that I'm looking for. I have applied all transforms and tried this and that but no luck. Please point me in the right direction. Thanks.
You have both relative offset and constant offset checked. I think there is an easier way. Note: This needs to be built at the world center. Shift+s->Cursor to world. Select your tic mark mesh and alt+g, alt+s, alt+r. It is also easier doing it form top view.
1. Add an empty and rotate on z axis 6.1(This is assuming you are building from top view.) If you want exact rotation it is 6.10169(360/59)
2. After making or reseting your tic mark mesh, select it and tab into edit mode. select all and move along Y axis to roughly the distance you think it needs to be. Don't worry you will be able to adjust it later. Then tab back into object mode. Note: This has to be done in edit mode so that the object origin stays at the world origin.
3. Add an Array modifier. Uncheck Relative and check object. Select the empty as the object. Then change the fix count from 2 to 59.
4. With the Tic Mark still selected, shift+select the empty. They need to move as 1 piece. Now you can rotate and move them to center of the clock face mesh. You can use snapping to help. Select Clock face shift+s->Cursor to selected. Then select both the empty and the tic mark and press Shift+s->selected to cursor. Then rotate to match the the clock faces rotation.
5. Adjusting the tic mark. You can scale both together(This makes the tic mark larger) or you can select tic mark, tab into edit mode, select all, press G and y twice(This makes it the tic marks local Y axis) and then adjust.
6. [Optional] Apply the array modifier.
Can't give you a second, but I can give you a hand (more clock puns hah)
You could try the object offset > empty rotation trick.
Select the front faces of the clock then set the 3d cursor to the center of the clock face (shift + s > cursor to selected) (If your clock has depth to it then just select the front faces otherwise the cursor won't be in the right location) Make sure your second hand is in the right location (at the top of the clock). Change the origin of the second hand to the 3d cursor (right click > set origin). Make sure the hands scale is applied.
Create an empty at the 3d cursor (center of the clock face).
Add an array mod to the second hand, change the count to 60, uncheck relative and constant offest, check-on object offset and set the object to the empty.
Then in the empty's transforms, according to your viewport, type 360/59 into the Y rotation (360 being the degrees of the circle, 59 being the number of second hands. This math equals 6.10169). This should rotate each of the arrayed second hands by 6.etc degrees offset equally from eachother.
I hope this makes sense, and that it helps!
Yeehawcowboyletsgo Not by much. I like how you built from the point of the clock face. Saves a few steps compared to mine. Also Love the pun. Wish I had thought of that.
hah. oops. yes.
Dwayne and I here are living too fast with 59 seconds in a minute to remember that there are instead 60 🤦
Thanks all! Not sure if I'll go with this clock thing but it's worth playing around with, I think. Please don't judge the lighting and whatnot, it's very much a work in progress.