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Flare deformer Lets you narrow or widen the ends of the object being deformed
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The attributes for the start and end flares provide nonuniform scale controls for both ends of the deformer These attributes can be controlled interactively by using the Show Manipulator tool and dragging the blue dots that appear on the circles at each end of the manipulator The Curve attribute curves the surface between each end of the flare The Curve attribute can be edited with the Show Manipulator tool by dragging the dot at the center of the manipulator
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Sine deformer Uses a sine function to create a curvy deformation As in most sine
functions, attributes are used to control the amplitude, wavelength, and offset of the sine wave To control the frequency, select the deformer and use the Scale tool to scale it down Then use the High Bound and Low Bound attributes to control the length of the deformer
Squash deformer Squashes and stretches an object While a similar effect can be
achieved with the Scale tool, the squash deformer will keep the volume of an object intact using the Factor attribute This attribute can be interactively controlled with the Show Manipulator tool by dragging the blue dot that extends from the center of the manipulator
Twist deformer Introduces a twist into the object to which it is applied Two
attributes control the twisting effect: Start Angle and End Angle Essentially, these attributes control the rotation at both ends of the deformer
Wave deformer Simulates a ripple effect into the surface, similar to the way water
forms a ripple when a rock is thrown into it This deformer is similar to a sine deformer in that both share similar attributes, such as Amplitude, Wavelength, and Offset However, the wave deformer is effective in a radial direction from its center, while the sine deformer works only in a single direction
Applying and Using Nonlinear Deformers
In this section, we apply some of these nonlinear deformers to a piece of geometry and learn how they can be set up for use in an animation
Set Up Deformers
Multiple deformers can be used on one object In this section, we will connect three different deformers to a piece of geometry Let s begin
On the accompanying DVD, open the file mcr8_ch08_mushroom_start, which is a model of a mushroom First, we ll decide what we want the mushroom to be able to do Let s say that it should be able to bend from side to side, twist along its axis, and squash and stretch Having the ability to do these things would give an animator plenty to work with We ll start by applying the bend deformer so that the mushroom can rock back and forth Select the mushroom and choose Deform | Nonlinear | Bend An object named bend1Handle will be created in the scene and will appear as a vertical line running along the length of the geometry You may need to view the scene in wireframe to see it To view the deformer s attributes, you can either select the bend1Handle object directly in the view window or Outliner, or you can select the geometry and click the bend1
8
Deformers
node in the Input list in the Channel Box Set the Curvature attribute to 1 and view the result Notice that the mushroom is bending from the object s center, like this:
To have the mushroom bend from its base, the position of the bend1handle must be repositioned Select the handle and use the Move tool to place the bend handle s pivot point at the base of the mushroom Now the mushroom is bending from its base but the bend loses its effect when the geometry is no longer in its bounds To fix this, we ll adjust the Hi and Low Bound attributes on the bend deformer With the bend deformer still selected, use the Channel Box to change the Low Bound to 0 and the Hi Bound to 15 Test the deformation by editing the Curvature attribute The result should look like this: You can interactively edit any attribute in the
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