tutorial using modifiers in blender

Page 1

modifiers list

MODIFIERS

By Abraham Castilla

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lender has an extensive list of switches that facilitate our work, saving time and complex configurations for determined purpose. Modifiers have some advantages for editing and animation of 3D objects, as they can be used and configured without applying the deformation of the mesh until we want, and can change or animate the settings at any time. The purpose of this tutorial is to show the different options and features that you may encounter when using the switches, and serves as a reference for future articles and query the list of modifiers. It is not intended to explain the use of modifiers individually but rather the general settings of all of them for how they are organized and their advantages and disadvantages when using them. If we select a modifier from the list, this will appear in the modifier stack.

The list of modifiers found in the Properties Panel window, pressing the key icon (Modifiers), and clicking Add Modifier drop-down menu will appear with the names of the columns separate switches. Note: All screenshots Blender interface of this tutorial, are taken from the version 2.59

Keep in mind that some modifiers are added automatically to activate or perform any Blender option, as is the case Armature is added whenever a parent it skeleton mesh ..., the physical modifier is added depending on the physical we activate in Blender, even some of these switches can not be set because the physical and have your panel configuration and only allows us to apply the deformation as the corresponding switch.


1-All switches tabs are always visible header, we find: - (1) a right triangle that hides or displays the buttons and settings tab. - (2) type of modifier represented by an icon. - (3) the name of the switch, we can change at any time by clicking on it with the left mouse button. - (4) buttons for displaying the icon switch in the different modes. - (5) buttons to change the location of the switch up or down. - (6) to remove an X switch. (1)

(2)

(3)

The white triangle (1) hides the options tab so we can visualize and better organize the stack of modifiers.

(4)

(5)

(6) To display the different options of the switch (4), we have buttons with icons on the head of the modifier tab:

-> Real-time display -> Display in edit mode -> Display in edit mode by adjusting the mesh deformation.

Blender automatically assigns a name to each switch (3), default is the name of the type of switch but we can change and put the interests us to organize the stack of modifiers.

The modifiers are identified with an icon (2) that have located in the head, so we can easily identify the type of modifier.

-> Display only the render

The stack order modifiers (5) affects the outcome, so some of the switches are located directly above the rest of switches, this is the case of multiresolution.

We can remove a modifier at any time by clicking on the X-shaped blade to the left of the flange head modifier.


2 - Under the head back and find application buttons, they change according to the switch as the rest of the settings tab, some have none of these options:

Applied to the mesh deformation: deformation can apply the modifier being performed in the mesh at any time in modifying physical animation and deformation applied in the frame in which we are at the time of application.

Deformation applied to the mesh creating a Shape Key: as we apply this option creates a Shape Key basis and one with the actual deformation.

A copy modifier added just below the stack of switches.

3 - In the configuration tab we find different kinds of buttons, windows, sliders, etc. .. for each of the different switches. In the text boxes can enter a name for what we are allowed to choose, for each cell is specific for each type of data, pressing the left mouse button on the box, is a list of the different names are available for selection.

object name

Image name

vertex group name

UV Layer name

5 - Selection buttons: allow us to activate an option, whether it is marked with a v, changes color like blue, it means that these options are enabled. 4 - Among the sliders find two types: numbered and filling. Clicking on this with the left mouse button, you can enter a number, and if held down, you can slide the mouse left and right to change the result manually. In numbered sliders can also click the arrows on the sides to change the outcome, left and right lower increase.

Modifiers can be applied only in Object Mode, if we try to apply it in Edit Mode will appear an error message like this:

6 - drop down menu buttons: when click on it opens a menu window.

If you press the right mouse button on any of the options on the Configuration tab, a menu will appear with options like copy the data, add a driver or to insert key frame animation.


(1)

(2)

(3)

(4)

configuration tabs modifiers used for editing the object shown in the image. -> This object has been created from a cube, Z axis scaling and adding three switches: (1)-SubdivisionSurface to improve the definition of deformation of these modifiers. (2)-SimpleDeform with Twist deformation. (3)-EdgeSplit for better definition of the smoothing of the edges. (4)-The biggest advantage of the switches is that we can edit the object and get different results at any time, even animate options ranging from the switch options.

Advantage Modifiers help us in performing complex tasks without much configuration, both in editing and in the animation of objects, most of the options can be animated and are fully compatible with most of them. They also allow us to adjust the settings at any time without the need to apply.

Disadvantages Modifiers use complex operations in real time and consumes resources that the graphics card and processor, but add calculation processes to render time.

Applications The switches have a variety of applications, considering that each has been created for a specific function, the compatibility between them makes can be used for varied functions in editing, scene setup and animation. Also with them can create interactive animations in real time.

We should note that each switch performs a specific function and therefore the settings are different for each, (here only explained the most common and shared most modifiers) so you need an explanation more exhausted to learn to manage each switch. Therefore in this series of articles exercises see list modifiers and applications to use each of them. Knowing these advanced tools offered to help us in Blender using them in the best way in our projects, saving hours of complex configurations.


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