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illustrator: is Is it possible to link shapes to a "master" path/shapemaster shape, so that modifications to the master drive everything elselike repositioning, affect all linked shapes?

I'm using Illustrator CC, and I'd like to link some sub-shapes to a master such that modifying the master also moves the sub-shapes.

Context: octopusOctopus tentacles. I've got shapes for each tentacle with relatively sparse points. The details (suckers, edge detail, etc.) are separate shapes. I'd like to be able to modify the low-point tentacle shapes and have the details "ride" on top. Something like what Puppet Warp in photoshopPhotoshop does. Is this possible?

Edit: II should say that I'm open to "standard" ways of achieving the same end. I'm a 3D artist, not a graphic designer, so I'm used to working hierarchically (or acyclic-graphically, to be precise). I can't imagine that a 2D person would just layout the arms, add detail, and then either never go back to make adjustments, or do it by manually hauling around giant masses of points... But, by the same token I don't necessarily know how he would go about something like this, that doesn't naturally lend itself to simple grouping. And 

I have done a basic layout of the large shapes, but there are some things that are better judged with detail.

Edit #2: Thanks for the replies. ItIt seems like the methods suggested thus far lend themselves to simple repetition of identical shapes. I think I can clarify what I'm after be restating it: I'd like to drive high-resolution "geometry" with low-resolution geometry. This high-resresolution detail could be of arbitrary shape. Basically, I'm asking for a best practices method of laying out a free-form shape with a high number of points, such that I don't have to manually massage hundreds of points in order to make smooth changes in gross shape. QuickThanks for the suggestions.

Quick mock-up below - imagine that you wanted to add another bend in the middle of that shape, or some such, without taking a million years to adjust the detail.

tentacle

My hunch is that this may not be possible, and the solution may be to export the curves to a 3D package and rig them with a skeleton. But there must be a "graphic desingerly" way of approaching this project, no?

illustrator: is it possible to link shapes to a "master" path/shape, so that modifications to the master drive everything else?

I'm using Illustrator CC, and I'd like to link some sub-shapes to a master such that modifying the master also moves the sub-shapes.

Context: octopus tentacles. I've got shapes for each tentacle with relatively sparse points. The details (suckers, edge detail, etc.) are separate shapes. I'd like to be able to modify the low-point tentacle shapes and have the details "ride" on top. Something like what Puppet Warp in photoshop does. Is this possible?

Edit: I should say that I'm open to "standard" ways of achieving the same end. I'm a 3D artist, not a graphic designer, so I'm used to working hierarchically (or acyclic-graphically, to be precise). I can't imagine that a 2D person would just layout the arms, add detail, and then either never go back to make adjustments, or do it by manually hauling around giant masses of points... But I don't necessarily know how he would go about something like this that doesn't naturally lend itself to simple grouping. And I have done a basic layout of the large shapes, but there are some things that are better judged with detail.

Edit #2: Thanks for the replies. It seems like the methods suggested thus far lend themselves to simple repetition of identical shapes. I think I can clarify what I'm after be restating it: I'd like to drive high-resolution "geometry" with low-resolution geometry. This high-res detail could be of arbitrary shape. Basically, I'm asking for a best practices method of laying out a free-form shape with a high number of points, such that I don't have to manually massage hundreds of points in order to make smooth changes in gross shape. Quick mock-up below - imagine that you wanted to add another bend in the middle of that shape, or some such, without taking a million years to adjust the detail.

tentacle

My hunch is that this may not be possible, and the solution may be to export the curves to a 3D package and rig them with a skeleton. But there must be a "graphic desingerly" way of approaching this project, no?

Is it possible to link shapes to a master shape, so that modifications to the master like repositioning, affect all linked shapes?

I'm using Illustrator CC, and I'd like to link some sub-shapes to a master such that modifying the master also moves the sub-shapes.

Context: Octopus tentacles. I've got shapes for each tentacle with relatively sparse points. The details (suckers, edge detail, etc.) are separate shapes. I'd like to be able to modify the low-point tentacle shapes and have the details "ride" on top. Something like what Puppet Warp in Photoshop does. Is this possible?

I should say that I'm open to "standard" ways of achieving the same end. I'm a 3D artist, not a graphic designer, so I'm used to working hierarchically (or acyclic-graphically, to be precise). I can't imagine that a 2D person would just layout the arms, add detail, and then either never go back to make adjustments, or do it by manually hauling around giant masses of points, by the same token I don't necessarily know how he would go about something like this, that doesn't naturally lend itself to simple grouping. 

I have done a basic layout of the large shapes, but there are some things that are better judged with detail.

It seems like the methods suggested thus far lend themselves to simple repetition of identical shapes. I think I can clarify what I'm after be restating it: I'd like to drive high-resolution "geometry" with low-resolution geometry. This high-resolution detail could be of arbitrary shape. Basically, I'm asking for a best practices method of laying out a free-form shape with a high number of points, such that I don't have to manually massage hundreds of points in order to make smooth changes in gross shape. Thanks for the suggestions.

Quick mock-up below - imagine that you wanted to add another bend in the middle of that shape, or some such, without taking a million years to adjust the detail.

tentacle

My hunch is that this may not be possible, and the solution may be to export the curves to a 3D package and rig them with a skeleton. But there must be a "graphic desingerly" way of approaching this project, no?

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I'm using Illustrator CC, and I'd like to link some sub-shapes to a master such that modifying the master also moves the sub-shapes.

Context: octopus tentacles. I've got shapes for each tentacle with relatively sparse points. The details (suckers, edge detail, etc.) are separate shapes. I'd like to be able to modify the low-point tentacle shapes and have the details "ride" on top. Something like what Puppet Warp in photoshop does. Is this possible?

Edit: I should say that I'm open to "standard" ways of achieving the same end. I'm a 3D artist, not a graphic designer, so I'm used to working hierarchically (or acyclic-graphically, to be precise). I can't imagine that a 2D person would just layout the arms, add detail, and then either never go back to make adjustments, or do it by manually hauling around giant masses of points... But I don't necessarily know how he would go about something like this that doesn't naturally lend itself to simple grouping. And I have done a basic layout of the large shapes, but there are some things that are better judged with detail.

Edit #2: Thanks for the replies. It seems like the methods suggested thus far lend themselves to simple repetition of identical shapes. I think I can clarify what I'm after be restating it: I'd like to drive high-resolution "geometry" with low-resolution geometry. This high-res detail could be of arbitrary shape. Basically, I'm asking for a best practices method of laying out a free-form shape with a high number of points, such that I don't have to manually massage hundreds of points in order to make smooth changes in gross shape. Quick mock-up below - imagine that you wanted to add another bend in the middle of that shape, or some such, without taking a million years to adjust the detail.

tentacle

My hunch is that this may not be possible, and the solution may be to export the curves to a 3D package and rig them with a skeleton. But there must be a "graphic desingerly" way of approaching this project, no?

I'm using Illustrator CC, and I'd like to link some sub-shapes to a master such that modifying the master also moves the sub-shapes.

Context: octopus tentacles. I've got shapes for each tentacle with relatively sparse points. The details (suckers, edge detail, etc.) are separate shapes. I'd like to be able to modify the low-point tentacle shapes and have the details "ride" on top. Something like what Puppet Warp in photoshop does. Is this possible?

Edit: I should say that I'm open to "standard" ways of achieving the same end. I'm a 3D artist, not a graphic designer, so I'm used to working hierarchically (or acyclic-graphically, to be precise). I can't imagine that a 2D person would just layout the arms, add detail, and then either never go back to make adjustments, or do it by manually hauling around giant masses of points... But I don't necessarily know how he would go about something like this that doesn't naturally lend itself to simple grouping. And I have done a basic layout of the large shapes, but there are some things that are better judged with detail.

I'm using Illustrator CC, and I'd like to link some sub-shapes to a master such that modifying the master also moves the sub-shapes.

Context: octopus tentacles. I've got shapes for each tentacle with relatively sparse points. The details (suckers, edge detail, etc.) are separate shapes. I'd like to be able to modify the low-point tentacle shapes and have the details "ride" on top. Something like what Puppet Warp in photoshop does. Is this possible?

Edit: I should say that I'm open to "standard" ways of achieving the same end. I'm a 3D artist, not a graphic designer, so I'm used to working hierarchically (or acyclic-graphically, to be precise). I can't imagine that a 2D person would just layout the arms, add detail, and then either never go back to make adjustments, or do it by manually hauling around giant masses of points... But I don't necessarily know how he would go about something like this that doesn't naturally lend itself to simple grouping. And I have done a basic layout of the large shapes, but there are some things that are better judged with detail.

Edit #2: Thanks for the replies. It seems like the methods suggested thus far lend themselves to simple repetition of identical shapes. I think I can clarify what I'm after be restating it: I'd like to drive high-resolution "geometry" with low-resolution geometry. This high-res detail could be of arbitrary shape. Basically, I'm asking for a best practices method of laying out a free-form shape with a high number of points, such that I don't have to manually massage hundreds of points in order to make smooth changes in gross shape. Quick mock-up below - imagine that you wanted to add another bend in the middle of that shape, or some such, without taking a million years to adjust the detail.

tentacle

My hunch is that this may not be possible, and the solution may be to export the curves to a 3D package and rig them with a skeleton. But there must be a "graphic desingerly" way of approaching this project, no?

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