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.
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 does not provide a method to “link” or “tie” shapes together.
So, if I understand correctly, you want basically sprites on a spine and when you move the spine you want the sprites to move as well.
If that’s correct, one possible way to achieve this would be a blend, but it would be tricky.
- Draw the spine path (tentacle)
- Draw a starting sprite (sucker) and an ending sprite (sucker)
- Select the sprites and choose
Object > Blend > Make
Object > Blend > Blend Optionsand adjust settings. I’d use “Specified Steps” and enter the number of sprints (suckers) I want.
- Copy the spine path (Tentacle path)
Edit > Paste in front
- With this new path still selected, hold Shift and select the Blend as well (suckers)
Object > Blend > Replace Spine
Now the pain points…..
- This won’t allow you to alter the size of the suckers, which I imagine you want. You can vary their sizes by using more than a start and end sprite before creating the blend. You can set a start sprite to be small, then one a bit larger, then smaller again, then an end sprite to be big. Select them all and create the
Blendand the sizes will blend as well. This would take some effort to actual use well though.
- You can’t easily “scatter” the sprites (suckers). They will follow a direct path based upon their stacking order. This really limited the variety you can achieve.
- The blend spine is a separate path from the tentacle spine, so you need to edit both paths if editing. It’s not as simple as “one path to rule them all”.
After playing with it a bit….
I’d abandon it entirely in favor of using Symbols and manually placing the sprites (suckers) where I want them. By using Symbols you can have 1 piece of art used repeatedly and simply editing the Symbol will edit all instances of that art.
Overall, I don’t know of an easy way to do what you are asking automatically. Even brushes are terribly limiting and wouldn’t be much better than a blend.
The tentacles are easy, just draw a path and use the Width Tool to vary it’s weight (you don’t need an art brush). It’s the details that, honestly, need manual manipulation.
I completely understand your mindset coming from 3D where objects must move and adjust based on other objects. Unfortunately, Illustrator simply does not work that way.