Edit bend nonlinear deformers
 
 
 

To manipulate bend deformer handles

  1. Select the bend deformer node (default name: bendn).
  2. Select the Show Manipulator Tool (default shortcut: t key).
  3. Note the manipulators on the bend deformer handle. These enable you to edit attributes interactively.

  4. In the scene, select one of the manipulators on the bend deformer handle.
  5. -click and move the mouse to edit.

    The Channel Box updates the values you are changing.

To edit bend deformers by moving, rotating, or scaling the handle

  1. Select the bend deformer handle node (default name: bendnHandle).
  2. Do one of the following:

To edit bend constraint channels with the Channel Box

  1. Select the bend deformer node (default name: bendn).

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

    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. 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 gives you finer control, and pressing the key gives you less control.

To edit bend deformer attributes

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

    For more information on bend deformer node attributes, See bend.

To delete a bend deformer

  1. Select the bend deformer handle.
  2. Select Edit > Delete or use the default shortcut (Linux and Windows) or (Mac OS X) key.

    The bend deformer handle, bend deformer handle shape, and bend 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. Also, note that the various input nodes that structure the evaluation of the deformation are not deleted.