Deformation controls let you scale, twist, teeter, bevel or fit shapes along the path. The interface for all deformations is a graph. Lines with control points on the graph represent the deformations along the path. Control points on the graphs can be moved or animated for modeling purposes or for various special effects.
Manually creating and placing shapes along the path to produce these models would be a difficult task. Lofts solve this problem through the use of deformation curves. The deformation curves define changes in scale, twisting, teetering, and beveling along the path.
You gain access to loft deformation curves through the Modify panel's Deformations rollout. Deformations are not available in the Create panel. You must open the Modify panel after you’ve lofted to access the Deformations rollout, which offers the following features:
To apply deformations to a loft:
To toggle the deformation effect:
You can loft objects such as columns and bugles from a single shape that changes only its scale as it travels along a path. Use Scale deformation when you want to make these types of objects.
Twist deformation lets you create objects that spiral or twist along their length. Twist specifies the amount of rotation about the path.
Teeter deformation rotates shapes about their local X axis and Y axis. Teetering is what 3ds Max does automatically when you select Contour on the Skin Parameters rollout. Use Teeter deformation when you want to manually control contour effects.
Nearly every object that you encounter in the real world is beveled. Because it is difficult and expensive to manufacture a perfectly sharp edge, most objects are created with chamfered, filleted, or eased edges. Use Bevel deformation to simulate these effects.
Fit deformation lets you use two Fit curves to define the top and side profiles of your object. Use Fit deformation when you want to generate loft objects by drawing their profiles.
The Deformation dialogs for Scale, Twist, Teeter, Bevel, and Fit use the same basic layout.