Kind of solved it
So kind of I am understanding how to do it and I made some progress on the rivets on how to do it.
What I did?
- Selected an edge loop which could serve as a path for my rivets, and dupplicated it.
- Then I separated it by pressing the P key.
- Selected the newly seperated edge loop and right clicked on it and:
- Convert to > Curve
- Created a rivet from a cylinder.
- Selected the curve and set the origin of the curve to it's center.
- Then with Shift + S, with the curve selected, I clicked on cursor to selected to bring the 3D cursor to the origin of the curve.
- Select the rivet, and with Shift + S, choose Origin to Geometry.
- Then with the rivet always slected, again with Shift + S, I clicked on Selection to cursor.
Making the array:
- Selected the rivet and added an array modifier.
- On the array modifier, I set a Factor X to 1.500 to set a distance between the rivets (change it as you like) and increased the number of count to 44 to cover the full distance of the curve. Again, here, you can set a number that fits your case.
- Finally, add a curve modifier and choose the created curve (create the curve with Curve Array - Magiccurve plug-in as Curve Object.
Warning
Unfortunately, the rivets are not really rotating in all the axis to follow the normals. so I may need to modify the curve with it, rotating each CV of the curve, to make the normals look the correct way, or else, I still have to find the correct way.