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Deformers Part 1: Non-

Linear Deformers.

• I first created a NURBS


cylinder.
• Altered it’s dimensions
and then deleted
history and froze
transformations to
ensure sure clean
geometry moving
forward.
• I then assigned a new
material (lambert) to
the nurbs cylinder so
than a texture can be
applied.
After assigning new material, I converted it to a checker board pattern by inputting it in the
colour node channel and then altering the colour and checker spacing through changing the
repeat UV integer in the U axis.
I then duplicated the nurbs cylinder to get 5 and then hid new nurbs shapes to focus on one.

I also made a nurbs plane and added in the checker pattern to the plane to deform later.
I then tore of the nonlinear deformers menu and begun
working through the different deformers to apply to the
nurbs cylinder

I then also set the time slider setting to 25fps and set it
to be played back in real time.
Frame 1 and 25
I then key framed the bend deformer in its
corresponding positions so that when it plays
through it goes from one side to the next and back
again.

Frame 13 keyed, but


in the minus.
I then parented bend handle (1) to nurbs test
object (2) so object can be moved with out
changing it shape when translated.
I then proceed to work through the defromers, looking at the flare deformer for test object 2.
I then moved onto the sine deformer, using the offset to alter the
cylinders shape. Here I also used the tangents and nonlinear function
in the time slider. Through doing this it removes the slow-in and slow-
out function and keeps the sequence repeating in a fluid constant
motion; do step on this frame 1 and 25.
Squash and
stretch
Deformer.
Twist Deformer.
Plane deformer, using the tangents and nonlinear
function in the time slider to removes the slow-in and
slow-out function and keep the sequence repeating in
a constant motion; do step on this at the staert and the
end of the animation.
Completed Deformers.

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