There is a gradual falloff of the effect between the Solid Core Radius and Falloff Distance. This lets you have more than one effector based simply on their name.Solid Core Radius defines a spherical area, within which all points are equally affected. The Effector Object(s) Prefix is a name prefix with the default of Effector, and any object that begins with this name will be an effector. The effector objects may be any objects you wish, but Null objects work best. EffectorĮffector causes effector objects to repel or attract the points of the affected object. Nulls used in image are using Item Shape instead of the standard Null Shape.
#LIGHTWAVE 3D PLUGINS FULL#
The Effect Handle object determines the direction of the bending.Īdd Deform: Vortex three times using a different Axis setting on each to have full rotational influence. The Effect Base object defines the start of the bending point along the selected Axis. The Deform Displacement plugins let you deform objects much like Modeler’s Flex and Deform tools. (If there is more than one curve in the object, the first curve is used.) Deform Displacement Plugins Show Curve (Custom Object) displays an object curve in Layout - normally curve objects are a modeling tool and cannot be seen in Layout. This mode maps the range directly to the curve, so the Flip option has the effect of flipping the mesh, but leaving the basic shape the same.The Curve Influence percentage blends the deformed shape with the original un-deformed shape When Align is enabled, the vertices are rotated, as well as translated, so the mesh’s “thickness” along the axis is preserved, like a bend operation. This can cause stretching or compression of the mesh along its axis. Stretch alters the mapping of the range to the curve’s arc length (the length of the curve), so that the entire range exactly fits into the length of the curve. World Coordinates leaves the curve’s position fixed in 3D space, deforming only that part of the mesh that moves into its range. The Flip option reverses the influence direction of the curve. If there is more than one curve in the object, the first curve is used. The curve object is set on the Curve pop-up. The Auto-Range button can be used to rescan the mesh and set the range based on the bounds of the currently selected axis. The range and axis are set to match the longest side of this bounding box. When Curve Conform is first added, it scans the mesh to compute a bounding box. The Range Start and Range End values define where the beginning and end of the curve match up with the selected Axis. The axis is the direction in the mesh, which will be transformed to lie along the curve. In order to determine what part of the curve applies to what part of the mesh, you must define an axis and a range of distances along that axis. Curve Conform uses a curve object to deform an object’s mesh.