Warp Deformer

(Updated 12/20/2018)

 

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. Enter a name and set the number of divisions for the Bezier and for the transformation.
Press the [CREATE] button to return to the canvas.

3. Adjust the position and size of the warp deformer to fit the object on the canvas.

4. Select the object, choose the warp deformer you created from the “Deformer” in the Inspector palette, and set it as the parent.

You are now ready to set up your warp deformer.

TIPS
If you want to adjust only the deformer size with the ArtMesh in place,
use the Ctrl + Drag to adjust the size of the deformer only without deforming the ArtMesh inside.

 

Creating warp deformers in quick mode

You can quickly set up a deformer by pre-setting the parent-child relationship in the [Create Warp Deformer] dialog.

  1. Click the [Create Warp Deformer] icon (2).
  2. Ensure “Add to” in the Create Warp Deformer dialog is set to “Set as Parent of Selected Object”.
  3. With the object (1) selected first, click the [Create Warp Deformer] icon (2).
  4. Click “Create” at the bottom of the dialog
  5. Deformer completed with parent-child relationship established

Also, if you create a warp deformer using this procedure, it will automatically be set as the object's parent.

 

 

Number of divisions of Beziers and transformations

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 number of divisions 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, “2 x 2” to “3 x 3”, etc. are used.

 

Number of conversion divisions

Sets the number of horizontal x vertical divisions. The greater 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 operation due to the large number of calculation processes.

POINT
Intersections (split points) of the number of divisions in a conversion can now be edited directly from Cubism 3.

 

 

Deformer Level edit

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 divisions in the conversion, the [split points], can be edited.
The control point will be hidden and used for fine adjustment.

[Level edit 2]
This mode allows you to edit all of the [control points] and division points at the intersection of the set number of bezier divisions.
This mode is set by default.

[Level edit 3]
This mode allows you to edit all of the [control points] and division points at the intersection of the number of divisions of a 1 x 1 (outer frame only) Bezier.
Use when you want to edit in a large frame.

 

 

Warp deformer conversion

3.2 systems
3.3 systems

In warp deformers 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. (especially the straight part)

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

 

However, if adjustments are made to accommodate distortion, such as models created up to 3.2, the appearance may change.
This new method is available from 3.3, but you can choose whether to use the old method or the new method, so
switch according to the application.

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

 

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.

* Mac users, please replace [ Ctrl ] with [ Command ].

 Shortcut Overall editing with bounding box Editing control points and division points
 Drag Transformation (movement, expansion, rotation) Moving Control Points
 Shift + Drag Transforms while maintaining aspect ratio Move control points only horizontally or vertically
 Alt + Drag Deformed near the center [None]
 Alt + Shift + Drag Deformation near the center while maintaining aspect ratio [None]
 Ctrl + Drag Without affecting the object,
transforms (move, enlarge, rotate)
Move without affecting objects
 Ctrl + Shift + Drag Without affecting the object,
transforms while maintaining aspect ratio
Without affecting the object,
moves only horizontally or vertically
 Ctrl + Alt + Drag Without affecting the object,
deforms near the center
[None]
 Ctrl + Shift + Alt + Drag Without affecting the object,
deforms near the center while maintaining aspect ratio
[None]

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