 | Drag and drop a cylinder onto the scene. |
|

|
 | Select the cylinder and click the Warp
operation. This
opens the Warp operation window.
The top left view of the object is the deformed version of the object.
The bottom left view is the original object. This view is used to
set the orientation for the Warp operation. We will discuss this
later.
The views on the right are the "deform" views. These contain handles, called control
points, that are used to deform the object. The vertical green line
shows the current deformation. When the Warp operation is initially
applied there is no deformation. |
|
 |
 | Move a few of the handles to deform the object.
Notice that the this object does not really "warp". This object does
not contain enough detail (points) to properly warp. A deform
operation, such as the Warp operation,
simply moves existing object points, it does not create points. If the
object has few points there is little to deform.
Click the Cancel button since we do not want to save our changes.
|
|
 |
 | Select the cylinder and click the Bulge
operation. (Note
that the Bulge operation requires 3D Canvas Plus or 3D Canvas Pro.)
Move the Bulge Effect slider on
the
Object Layers Panel to the maximum effect as shown.
There is no change made to the object. This is because there is no
object detail to bulge. The Bulge operation, like all deform
operations, only moves points, it does not create them.
Click , the
Delete button, beneath the Object Layers list since we do not want
this operation applied now. |
|

|
 | Double-click on the cylinder in your scene.
Change the Latitude and Longitude as shown.
We have added points to our object so we can deform it properly.
Another method for adding detail to an object is to use the Divide
operation. For primitives, the best method
to add detail is to change the object's definition as
we did here.
|
|
 |
 | Select the cylinder and click the Bulge
operation.
Move the slider to bulge as shown.
Now that we have adequate object detail we can deform the object.
Click , the
Delete button, beneath the Object Layers list since we do not want
this operation applied now. |
|
 |
 | Select the cylinder and click the Warp
operation.
Move the control points as shown. We now have an actual
warp since our object has adequate detail.
Notice that the warp does not match the shape of the curve. The curve
show the relative amplitude of the warp rather than the actual warp.
The Warp, Flatten, Shear, Taper+ and Twist+ operations all use this
technique for deforming objects.
Click OK. |
|

|
 | Create a new scene and drag and drop a torus onto the scene.
Select the torus and click the Warp
operation. |
|
 |
 | To warp this torus, we need to re-orient the
deformation.
In the lower left corner of the window is the view of the original undeformed object
and the deformation orientation. The deformation orientation is
represented by a green arrow. The Edit Control is used to re-orient
this deformation. |
|
 |
 | Click
to display the
object in wireframe. Wireframe makes it easier to adjust the
deformation orientation. |
|
 |
 | Click and drag on the blue arrow of the Edit
Control to reorient the
deformation as shown. Watch the right hand view to ensure that you
have correct alignment. |
|
 |
 | Deform the object as shown.
Click OK. |
|
 |
 | Our deformed Torus.
If you need to deform a region of an object it is often best to select
the faces or points you need to deform rather than selecting the whole
object. This gives you more control over the deformation effect. Most
deform operations work on a selection of faces and/or points as well
as entire objects. |
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