To edit with the flare handle manipulators
- Select the flare deformer node (default
name: flaren).
- Select the Show Manipulator Tool (default
shortcut: t key).
The manipulators on the
flare deformer handle let you to edit attributes interactively.
- In the scene, select one of the manipulators
on the flare deformer handle.
- -drag
the mouse to edit.
The Channel
Box updates the values you are changing.
To edit flare deformers by moving, rotating,
or scaling the handle
- Select the flare deformer handle node
(default name: flarenHandle).
- Move (translate), rotate, or scale the
handle to change the effect of the deformation.
- Move or rotate the handle pivot point
by pressing the (Linux and
Windows) or (Mac
OS X) key, moving the pivot point, and then pressing the or key
again.
To edit flares with the Channel
Box
- Select the flare deformer node (default
name: flaren).
One quick way to select
the flare deformer node is to select the object being deformed,
and then select the flare deformer node in its history from the Channel
Box (under INPUTS).
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).
- 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 coarser control.
To edit flare deformers with the Attribute
Editor
- Select the flare deformer node (default
name: flaren).
- Open the Attribute Editor by
selecting
Window > Attribute Editor or
use the default shortcut +a.
- Edit the attributes.
See
flare.
To delete a flare deformer
- Select the flare deformer handle.
- Select
Edit > Delete or
use the default shortcut (Linux
and Windows) or (Mac
OS X) key.
The flare deformer handle,
flare deformer handle shape, and flare 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.