Creating sculpt deformers
 
 
 

When creating sculpt deformers, you can first set creation options and then create a deformer, or you can immediately create a deformer with the current creation options. If you’re not sure what the current creation options are, checking them before you create a deformer can save you some time adjusting the deformer’s attributes afterwards.

As with previous versions of Maya, it is possible to have multiple sculpt deformers deforming the same object.

You can also use the connection editor or the MEL connectAttr command to manually connect a different object as the sculpt tool.

WarningYou should avoid changing the number of a deformable object’s points (for example, CVs, vertices, or lattice points) after you create a deformer. Changing the number of points can lead to unexpected deformation effects. Try to be sure you are happy with the deformable object’s topology before you begin using deformers. Save a copy of the object in case you want to do further modeling later on.

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