Simple Deform ModifierВ¶
The Simple Deform modifier allows the application of a simple deformation to an object. Meshes, lattices, curves, surfaces and texts are supported objects. The deformation is either a rotation (Twist, Bend) or a scaling (Taper, Stretch). The amount of deformation is specified by the Deform Angle (rotation) or Deform Factor (scaling).
The Simple Deform modifier. В¶
The deformation is calculated in the local coordinate space. Be aware that the local axes of an object can differ from the global ones. In the figure above, the global Z axis points up and the local Z axis points at 45В°. The deformation is applied along a Deform axis, which can be set by selection from a list (X, Y or Z). By using the Limits field, the influence of the modifier can be restricted to a subset of the Deform axis. All distances are measured from the origin of the object. The vertices that are furthest away from the origin on the Deform axis represent the upper and lower limits. The origin of the object and the orientation of the local axes can be defined by an external Deform object (most of the time, an empty).
OptionsВ¶
Defines the kind of deformation which will be applied. The figure below shows the four modes, applied to a text object. The origin of the object is at the very left of the text.
Twist around X axis (180В°). В¶ | Bend around Z axis (180В°). В¶ | ||||
Taper along X axis (factor = 2). ¶ | Stretch along X axis (factor = 0.3). ¶ Rotates the mesh around the specified Axis. Each vertex along the Deform axis is rotated around the object’s origin. If the origin is inside the object, this results in a twisted appearance. Below the origin, there is a negative rotation and above the origin, the rotation is positive or clockwise. Vertices in the same plane as the origin are not rotated. The total amount of rotation is specified by the angle and the rotation at each vertex is thus weighted by the distance of the vertex to the origin of the object. Vertices that are furthest away from the object origin have max rotation, positive or negative. Bends the mesh over the specified Axis. The Bend mode is more complex and less intuitive. The picture below shows the same plane but with different Deform and Bending axes.
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