Edit wrap deformers

 
 
 

To move, rotate, or scale a wrap influence object

  1. Select the wrap influence object.
  2. Move, rotate, or scale the wrap influence object.

To edit by manipulating wrap influence object points

  1. Select points (CVs or vertices) of the wrap influence object.
  2. Move, rotate, or scale the vertices.

To move, rotate, or scale the wrap deformed object

  1. Select the deformed object.
  2. Move, rotate, or scale the deformed object.

To edit wrap deformer channels with the Channel Box

  1. Select the NURBS curve or surface acting as a wrap influence object.

    Note that you can control which attributes are listed as keyable attributes (channels) in the Channel Box with the Channel Control editor (select Window > General Editors > Channel Control).

  2. In the Channel Box, click the name of the channel you want to edit.
  3. 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 wrap deformer channels with the Channel Box

  1. Select the polygonal surface acting as a wrap influence object.

    Note that you can control which attributes are listed as keyable attributes (channels) in the Channel Box with the Channel Control editor (select Window > General Editors > Channel Control.)

  2. In the Channel Box, click the name of the channel you want to edit.
  3. 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 wrap deformer channels with the Channel Box

  1. Select a wrap deformer node (default name: wiren).

    One quick way to select the wrap deformer node is to select the object being deformed, and then select the wrap deformer node in its history from the Channel Box (under INPUTS).

    Each object being deformed has its own input wrap deformer node.

    You can control which attributes are listed as keyable attributes (channels) in the Channel Box with the Channel Control editor (select Window > General Editors > Channel Control.)

  2. In the Channel Box, click the name of the channel you want to edit.
  3. 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 wrap deformer attributes with the Attribute Editor

  1. Select a wrap deformer node (default name: wrapn).
  2. Open the Attribute Editor by selecting Window > Attribute Editor or use the default shortcut +a.
  3. Edit the attributes.

    For more information on wrap deformer node attributes, see wrap.

To add wrap deformer influence objects

  1. If needed, create the objects you want to use as wrap influence objects. See Wrap influence objects and wrap base objects.
  2. Select the deformed object(s), or their wrap deformer nodes, to which you want to add the wrap influence object.
  3. Now also select the object or group of objects that you want to add as wrap influence objects.
  4. Select Edit Deformers > Wrap > Add Influence.

    See Edit Deformers > Wrap > Add Influence.

To remove wrap deformer influence objects

  1. Select the deformed object(s), or their wrap deformer nodes, from which you want to remove the wrap influence object.
  2. Now also select the wrap influence objects whose influence you want to remove.
  3. Select Edit Deformers > Wrap > Remove Influence.

    See Edit Deformers > Wrap > Remove Influence.

To delete a wrap deformer

  1. Select the wrap deformer node.
  2. 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.