Fill the volume area of a bounding box with a grouping of individual meshes I asked how to fill a volumn area with a hexagon. over here: Fill the volume area of one mesh with another mesh

This was marked as a duplicate, and pointed to a solution.
https://blender.stackexchange.com/a/80721/39530
I edited my question to reflect the original solution didn't work for me.

Proposed solution doesn't work for a hexagon. The rigidbodies never settle in the animation.



So I am asking again as the edited question that it is marked as duplicate isn't being viewed.

I would like to know if it is possible to fill a mesh, using it as a bounds area to then fill it entirely with a polygon(the shape) mesh.

The idea is I’ve blocked out a level design. But i want my level to be all hexagons(the shape) just like Vavle’s the lab archery level.



I have made various block sections of the level and now want to make it look like the section is made up of multiple individual hexagon meshes. So I want them all touching but would still like to modify them individually. For example I am wanting to add details to the outside hexagon meshes.

So if the rigidbody doesn't work, is there a rubber stamp solution? I would make a group of hexagons stamp them in a area. I would want each mesh to snap edges to a its neighbor if it's the same type of object.
How to use the particle emitter to create hexagonal fills.

Create a Cylinder with 6 sides as your Hexagon and define a Plane as the level shape. (I did try this with a 3D mesh but it is a bit more tricky to get everything lined up).


Add an Emitter and set the Object to be your Cylinder and the size to 0.5


Set the Emitter End to 1(so everything is done in frame 1) the Emit From to Faces and Grid, then you can check the box Hexagonal Grid. The Resolution needs to be tweaked here to get the fit of hexagons correct.



Then on the Modifiers panel click Convert to make the particles real.


and you can delete the original Plane and source Cylinder and manipulate the individual Cylinders.