To manipulate the sculpt deformer sphere
- In the workspace or the , select the sculpt sphere (default name: sculptnSphere).
- To create deformation effects, move, rotate, or scale the sculpt sphere.
To manipulate the sculpt deformer stretch origin locator
- In the workspace or the , select the stretch origin locator (default name: sculptnStretchOrigin).
- To create deformation effects, move, rotate, or scale the stretch origin locator.
To edit sculpt deformer channels with the
- Select a sculpt deformer node (default name: sculptn).
One quick way to select the sculpt deformer node is to select the object being deformed, and then select the sculpt deformer
node in its history from the (under ).
Note that you can control which attributes are listed as keyable attributes (channels) in the with the editor (select Window > General Editors > Channel Control.)
- In the , click the name of the channel you want to edit.
- In your scene, -click and move the mouse to the left or right. By moving the mouse, you interactively change the value of the selected channel.
As you move the mouse, note that pressing the key gives you finer control, and pressing the key gives you less control.
To edit sculpt deformer attributes with the
- Select the sculpt deformer node (default name: sculptn).
- Open the by selecting Window > Attribute Editor or use the default shortcut +a.
- Edit the attributes.
See sculpt.
To prune sculpt deformer set membership
- Select deformable objects whose currently unaffected points you want to prune from the deformation.
- Select Edit Deformers > Prune Membership > .
Maya removes the deformable object’s points currently unaffected points from the sculpt deformer set.
Note
only removes points from the deformation if they are currently not affected by the deformer. Therefore, if you try to prune
the membership of an object whose points are all controlled by the deformer, you will receive the error message “No components
could be pruned.”
To delete a sculpt deformer
- Select the sculpt deformer node.
- Select Edit > Delete or use the default shortcut (Linux and Windows) or (Mac OS X) key.
The deformer nodes are all deleted. However, the object still has the tweak node as an input node, so any tweaks you might
have made are preserved.
To control a Sculpt deformer’s strength using a two dimensional texture
- Select the object that you want to deform.
- Create a sculpt deformer for that object.
See Create sculpt deformers.
- Select the sculpt deformer and open the .
- Select the sculpt node’s tab, and expand its section.
- Click the button.
The appear in the section.
- Turn on .
- Click the map button that is next to the attribute. See Texture.
The window appears. See Create > Create Render Node in the Shading guide.
- Click the 2D texture that you want to use with your sculpt deformer.
The strength of your sculpt deformer is now affected by the texture.
- Set the advanced sculpt attributes.
See Advanced deformer options.
To paint a sculpt map
- Select the object that is being deformed by the sculpt deformer.
- In the , select the sculpt tab.
- In the section, click the button.
The appear in the section.
- Click the button.
The sculpt deformed object is now wireframe shaded in the scene view.
- Open the Editor.
The settings appear.
- Adjust the settings as desired and paint your object’s sculpt map in the scene view.
For information on the 3D Paint Tools settings, see Texturing > 3D Paint Tool in the Using the 3D Paint Tool chapter of the Paint Effects and 3D Paint guide.
Note
- When painting a sculpt map, make sure that the attribute your are painting is Color. Otherwise, the values you paint will have no affect on the sculpt deformation. You can set which attribute to paint from
the drop-down menu in the section of the settings.
- You can adjust the resolution of the sculpt map with the resolution controls.