Warp Deformer

Updated: 08/27/2024

Warp Deformer Features

By setting the object’s parent to a warp deformer, the object inside can be deformed.
Size and opacity can also be adjusted.

Multiple objects can be deformed together in a warp deformer, which is useful for adding movement to swaying objects or changing the direction of a face.

Create Warp Deformer

1. Click [Create Warp Deformer].

2. The [Create Warp Deformer] dialog box opens.
 Enter the desired settings and click the [Create] button to create a warp deformer on the view.

No. Name
Description
1 Parts to be inserted Select the part to insert.
2 Name Set the name of the new deformer.
It can also reflect the name of the currently selected object. See “Environment settings” for details.
3 Location Select where to add the new warp deformer.
For details on how to set up a parent-child hierarchy, see “Setting up parent-child hierarchies.”
4 Number of Bezier divisions Set the number of Bezier divisions.
Number of conversion divisions Set the number of divisions for the conversion.
5 Size Consider the keyforms of the child elements Create a warp deformer that takes into account all the keyform shapes associated with the child element’s objects and does not protrude from those shapes.
Align center with selected object Create a warp deformer at a position aligned with the center of one or more selected objects.
6 Sequential creation Create warp deformer sequentially without closing the dialog.
Create Create a warp deformer and close the dialog.
Close Close the dialog without creating a warp deformer.

3. Adjust the position and size of the warp deformer to fit the object in the view.

This completes the creation of a warp deformer.

Tips

If you want to adjust only the deformer size with the existing ArtMesh, use Ctrl + drag to adjust the size of the deformer only without deforming the ArtMesh inside.

Number of Bezier Divisions / Number of Conversion Divisions

When creating a warp deformer, you can set the Number of Bezier divisions and the Number of conversion divisions.

Number of Bezier divisions

The number of Bezier divisions represents the division number separated by editable control points.
The larger the number, the more control points and handles are available for detailed deformation.
However, it is important to note that this may increase the amount of time and effort required to make adjustments.
Normally, values such as “2 x 2” and “3 x 3” are used.

Number of conversion divisions

Sets the division number for horizontal x vertical. The larger the number, the more deformations follow the deformer shape.
Normally, the setting should be set to “5 x 5” because a large number of settings may result in heavy load due to the large number of calculation processes.

Bezier Edit Type

You can select [Bezier Edit Type] in the inspector palette.

  • Smooth 1-3: The higher the number, the greater the degree of influence when the control point is moved.
  • Smooth All: This will have a fairly distributed impact.
  • Cubism 2.1 Mode: The degree of influence will be the same as for conventional control points.
  • Retain Control structure: Cubism 2.1 Mode + Bezier Handles deform while keeping each other in position.

Convert Warp Deformer

With warp deformers in versions up to Cubism 2 and Cubism 3.2, when parsing to a trapezoidal shape to create a three-dimensional effect, etc., in some cases, distortion occurred.
(This was particularly true on the straight areas.)

Starting with 3.3, the warp deformer deformation algorithm has been revised to allow for more pleasing deformations.

3.2 system
3.3 system

However, if adjustments are made to accommodate distortion, such as in models created in 3.2 or earlier, the appearance may change.
This new method is available starting with 3.3, but you can select whether to use the old method or the new method depending on the application.

The setting can be changed by checking the [Deformer Conversion (3.2 method)] checkbox in the Inspector palette.

The new method can be used with the SDK without concern, as there is no difference in operating speed from the previous deformer.

Level Edit for Deformer

Deformer editing can be performed by switching between three levels.
The default Level edit is [2].

[Level edit 1]
In this mode, only the intersections of the number of conversion divisions, the [division points], can be edited.
The control points will be hidden and used for fine adjustment.

[Level edit 2]
In this mode, all of the [Control point] and division points at the intersection of the set number of Bezier divisions can be edited.
This mode is set by default.

[Level edit 3]
In this mode, all of the [Control point] and division points at the intersection of the number of Bezier divisions of a 1 x 1 (outer frame only) can be edited.
Use when you want to edit in a large frame.

Edit Warp Deformer

By holding down a key on the keyboard and dragging, you can edit the warp deformer without affecting the children.
For more information, please refer to the chart below.

Note: For Mac users, please replace [Ctrl] with [Command].

 ShortcutOverall editing with bounding boxEditing control points and division points
 DragTransform (move, enlarge, rotae)Move control points
 Shift + DragTransform while maintaining aspect ratioMove control points only horizontally or vertically
 Alt + DragTransform near the center[None]
 Alt + Shift + DragTransform near the center while maintaining aspect ratio[None]
 Ctrl + DragTransform (move, enlarge, rotate) without affecting the objects
Move without affecting objects
 Ctrl + Shift + DragTransform while maintaining the aspect ratio without affecting the objects
Move only horizontally or vertically without affecting the objects
 Ctrl + Alt + DragTransform near the center without affecting the objects
[None]
 Ctrl + Shift + Alt + DragTransform near the center while maintaining the aspect ratio without affecting the objects
[None]
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