Object Deformation
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In This Chapter
T
modifiers
hink for a moment of a wood shop with all its various (and expen-
sive) tools and machines. Some tools are simple like a screwdriver Learning to work with
or a sander, and others like a planer or router are more complex, but modifier gizmos
they all change the wood (or models) in different ways. In some ways,
you can think of modifiers as these tools and machines that work on Exploring the Select
3D objects. modifiers
Each woodshop tool has different parameters that control how it Deforming objects with
works, such as how hard you turn the screwdriver or the coarseness the Parametric Deformer
of the sandpaper. Likewise, each modifier has parameters that you and FFD modifiers
can set that determine how it affects the 3D object.
Modifiers can be used in a number of different ways, to reshape
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objects, apply material mappings, deform an object’s surface, and
perform many other actions. Many different types of modifiers exist.
This chapter introduces you to the concept of modifiers and explains
the basics on how to use them. I also cover a specific category of
modifiers, Parametric Deformers.
for a primitive is listed as its object type, such as Sphere or Torus. Editable meshes, polys,
patches, and splines can also be Base Objects. NURBS Surfaces and NURBS Curves are also
Base Object types.
You can also see the Base Objects using the Schematic View window if you enable the Base
Objects option in the Display floater.
Applying modifiers
An object can have several modifiers applied to it. Modifiers can be applied using the
Modifiers menu or by selecting the modifier from the Modifier List drop-down list located
at the top of the Modify panel directly under the object name. Selecting a modifier in the
Modifiers menu or from the Modifier List applies the modifier to the current selected object.
Modifiers can be applied to multiple objects if several objects are selected.
Note Some modifiers aren’t available for some types of objects. For example, the Extrude and
Lathe modifiers are enabled only when a spline shape is selected.
Cross- Space Warps are covered in Chapter 38, “Using Space Warps.”
Reference
Tip You can increase or decrease the size of the Modifier Stack by dragging the horizontal bar
that is beneath the Modifier Stack buttons.
Chapter 11 ✦ Introducing Modifiers for Basic Object Deformation 299
Modifier Stack
Beneath the Modifier Stack are five buttons that affect the selected modifier. They are as
described in Table 11-1.
Pin Stack Makes the parameters for the selected modifier available for editing even
if another object is selected (like taking a physical pin and sticking it into
the screen so it won’t move).
Show End Result Shows the end results of all the modifiers in the entire Stack when
On/Off Toggle enabled and only the modifiers up to the current selected modifier if
disabled.
Make Unique Used to break any instance or reference links to the selected object. After
you click this button, an object will no longer be modified along with the
other objects for which it was an instance or reference. Works for Base
Object and modifiers.
Remove Modifier Used to delete a modifier from the Stack or unbind a Space Warp if one
from the Stack is selected. Deleting a modifier restores it to its same state that it was in
before the modifier was applied.
Configure Opens a pop-up menu where you can select to show a set of modifiers as
Modifier Sets buttons above the Modifier Stack. You can also select which modifier set
appears at the top of the list of modifiers. The pop-up menu also includes
an option to configure and define the various sets of modifiers.
300 Part II ✦ Working with Objects
Cross- For more information on configuring modifier sets, see Chapter 4, “Customizing the Max
Reference Interface and Setting Preferences.”
If you right-click on a modifier, a pop-up menu appears. This pop-up menu includes com-
mands to rename the selected modifier, which you might want to do if the same modifier is
applied to the same object multiple times. This pop-up menu also includes an option to
delete the selected modifier.
Cross- You can also cut, copy, and paste modifiers using the Schematic View window. See Chapter
Reference 9, “Working with the Schematic View,” for more details.
Instanced object
Instanced modifier
Figure 11-2: The Modifier Stack changes the text
style to identify instances and references.
Figure 11-3: Changing the order of the modifiers in the Stack can affect the end result.
Chapter 11 ✦ Introducing Modifiers for Basic Object Deformation 303
Tip Along with saving your file often, using the Hold command before applying any complex
modifier to an object is a good idea.
Note In addition to the Yes and No buttons, the warning dialog box includes a Hold/Yes button.
This button saves the current state of the object to the Hold buffer and then applies the
Collapse All function. If you have any problems, you can retrieve the object’s previous state
before the collapse was applied by choosing Edit ➪ Fetch (Alt+Ctrl+F).
but collapses the object to its base object state, which is displayed at the bottom of the Stack
hierarchy. Depending on the Stack, this could result in a mesh, patch, spline, or other object
type. You can also collapse to a Single Object or to Multiple Objects. Figure 11-5 shows the
rollout for the Collapse utility.
If the Mesh and Single Object options are selected, you can also select to perform a Boolean
operation. The Boolean operations are available if you are collapsing several overlapping
objects into one. The options are Union (which combines geometries together), Intersection
(which combines only the overlapping geometries), and Subtraction (which subtracts one
geometry from another).
Cross- Boolean operations can also be performed using the Boolean compound object. See
Reference Chapter 17, “Building Compound Objects,” for details on this object type.
If multiple objects are selected, then a Boolean Intersection results in only the sections of the
objects that are intersected by all objects; if none of the objects overlap, all objects disappear.
If you use the Boolean Subtraction option, you can specify which object is the base object
that the other objects are subtracted from by selecting that object first and then selecting the
other objects by holding down the Ctrl key and clicking them. Figure 11-6 shows an example
of each of the Boolean operations.
Figure 11-6: Using the Collapse utility, you can select the following
Boolean operations (shown from left to right): Union, Intersection,
and Subtraction.
Clicking the plus sign to the left of the modifier name reveals any subobjects associated with
the modifier. To select the modifier subobjects, simply click the subobject name. The sub-
object name is highlighted in yellow when selected. Many modifiers create gizmo subobjects.
Gizmos have a center and can be transformed and controlled like regular objects using the
transformation buttons on the main toolbar. Another common modifier subobject is Center,
which controls the point about which the gizmo is transformed.
Modifying subobjects
In addition to being applied to complete objects, modifiers can also be applied and used to
modify subobjects. Subobjects are defined as a collection of object parts, such as vertices,
edges, faces, or elements.
Cross- To learn more about applying modifiers to subobject selections, see Chapter 12, “Modeling
Reference Basics.”
To work in subobject selection mode, click the plus sign to the left of the object name to see
the subobjects. Several modifiers, including Mesh Select, Spline Select, and Volume Select,
can select subobject areas for passing these selections up to the next modifier in the Stack.
For example, you can use the Mesh Select modifier to select several faces on the front of a
sphere and then apply the Face Extrude modifier to extrude just those faces.
Topology dependency
When you attempt to modify the parameters of a Base Object that has a modifier applied, you
sometimes get a warning dialog box that tells you that the modifier depends on topology that
may change. You can disable the warning by selecting the “Do not show this message again”
option on the dialog box or by opening the Preference Settings dialog box and turning off the
Display Topology-Dependence Warning option in the General panel of the Preference Settings
dialog box. Disabling the warning does not make the potential problem go away; it only pre-
vents the warning dialog box from appearing.
✦ Conversion
✦ Animation Modifiers
✦ UV Coordinates
✦ Cache Tools
✦ Subdivision Surfaces
✦ Free Form Deformations
✦ Parametric Modifiers
✦ Surface
✦ NURBS Editing
✦ Radiosity Modifiers
✦ Cameras
You can find roughly these same sets if you click the Configure Modifier Sets button in the
Modifier Stack. Within this list is a single set that is selected. The selected set is marked with
an arrow to the left of its name. The modifiers contained within the selected set appear at the
very top of the Modifier List.
Cross- Covering all the modifiers in a single chapter would result in a very long chapter. Instead, I
Reference decided to cover most of the modifiers in their respective chapters. For example, you can learn
about the Mesh Editing modifiers in Chapter 14, “Working with Meshes and Polys”; animation
modifiers in Chapter 30, “Animation Basics”; the UV Coordinates modifiers in Chapter 23,
“Controlling Mapping Coordinates”; and so on. This chapter covers the Selection Modifiers,
Parametric Deformers, and FFD modifiers.
Cross- Another good example that shows the difference between the World-Space and Object-
Reference Space modifiers using the PatchDeform modifier is found in Chapter 15, “Creating and
Editing Patches.”