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Conform

This is a compound object created by projecting the vertices of one object (called the Wrapper) onto the surface of another object (called the Wrap-To). There is also a space-warp version of this function.

Since the space-warp version is somewhat easier to use, we recommend you read through that description first, trying the included example, and then return here to examine this version, which provides additional methods of projecting the wrapper vertices.

Note: This tool gives you the ability to morph between any two objects, regardless of the number of vertices in each object. See the Vertex Projection Direction controls for more information.

Reference

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Pick Wrap-To Object

Object: Displays the name of the selected Wrap-To object.

Pick Wrap-To Object: Click this, and then select the object to which you want the current (Wrapper) object to wrap.

Reference: This is one of four options that determine what happens to the Wrap-To object. Choose this option to make the Wrap-To a reference of the original object.

Copy: Pick this to make the Wrap-To object a copy of the picked object.

Move: Choose this to move the picked object into the compound object, leaving no copy behind.

Instance: Choose this to make an instance of the Wrap-To and the picked object.

Conform Parameters

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Contains all parameters for the compound object.

Object Area

Provides a list window and two edit fields that let you navigate the compound object, and rename it’s components.

List Window: Lists the Wrapper and the Wrap-To objects. Click to select an object in the window so that you can access it in the Stack.

Wrapper Name: This editable field lets you rename the wrapper object within the compound Conform object.

Wrap-To Object Name: This editable field lets you rename the Wrap-To object.

Vertex Projection Direction Area

Use Active Viewport: One of seven options that determine how the direction of the vertices is determined. When using this option, the vertices are projected away (inward) from the active viewport.

Recalculate Projection: Click this button to recalculate the projection direction for the currently active viewport. Because the direction is initially assigned when you pick the Wrap-To object., if you want to change viewports after assignment, click this button to recalculate the direction based on the new active viewport.

Use Any Objects Z Axis: Let’s you use the local Z axis of any object in the scene as a direction. Once an object is assigned, you can alter the direction of vertex projection by rotating the direction object.

Pick Z-Axis Object: Click this, and then click the object you want to use to indicate the direction of the projection source.

Object: Displays the name of the direction object.

Along Vertex Normals: Projects the vertices of the Wrapper object inward along the reverse direction of its vertex normals. A vertex normal is a vector produced by averaging the normals of all faces attached to that vertex. If the Wrapper object encloses the Wrap-To object, the Wrapper will effectively take on the form of the Wrap-To object.

Towards Wrapper Center: Projects the vertices toward the bounding center of the Wrapper object.

Towards Wrapper Pivot: Projects the vertices toward the original pivot center of the Wrapper object.

Note: This and the Towards the Wrap-To Pivot options both operate on the position of the original pivot point of the object before the Conform object is created. Once you create the Conform object, it’s a new compound object with a single pivot point.

Towards Wrap-To Center: Projects the vertices toward the bounding center of the Wrap-To object.

Towards the Wrap-To Pivot: Projects the vertices toward the pivot center of the Wrap-To object.

Tip: You can animate the conforming effect by morphing between the compound object and a previously made copy of the original wrapper object. To do this, however, you must check Hide Wrap-To Object in the Updates area so that the original object and the compound object have the same number of vertices. Using this technique, you can effectively morph between two objects with a different number of vertices.

Wrapper Parameters Area

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Provides controls that determine how far the vertices are projected.

Default Projection Distance: The distance a vertex in the Wrapper object will move from its original location if it does not intersect the Wrap-To object.

Standoff Distance: The distance maintained between the vertex of the Wrapper object and the surface of the Wrap-To object. For example, if this is set to 5, the vertices can be pushed no closer than 5 units from the surface of the Wrap-To object.

Use Selected Vertices: When this is checked, only the sub-object selection of the vertices of the Wrapper object are pushed, when this is unchecked, all vertices in the object are pushed, regardless of the Stack selection. To access the Stack of the Wrapper object, select the Wrapper object in the list window, and then open the Stack and select the base object name. At this point, you can apply a Mesh Select modifier, for example, and select the vertices you want to affect.

Update Area

The items in this area determine when the projection for the compound object is recalculated. Because complex compound objects can slow things down, you can use these options to avoid constant calculation.

Always: The object is updated constantly.

When Rendering: The object is only recalculated when the scene is rendered.

Manually: When this is chosen, the Update button becomes active for manual recalculation.

Update: Click this button to recalculate the projection.

Hide Wrap-To Object: Click this to hide the Wrap-To object.

Display Area

Determines whether or not the shape operands are displayed.

Result: Displays the result of the operation

Operands: Displays the operands.

How To

To create a compound Conform object, do this:

  1. Position two objects, one of which will be the Wrapper, and the other the Wrap-To. (For this example, create a box as the Wrap-To object, and then create a larger sphere that completely surrounds it. The sphere will be the Wrapper.)
  2. Select the Wrapper object (the sphere), and click the Conform button.
  3. Note: Both objects used in Conform must be either mesh objects or objects that can be converted to mesh objects. If the selected Wrapper object is invalid, the Conform button will be disabled.

  4. Specify the method of vertex projection in the Vertex Projection Direction area. (Choose Along Vertex Normals for this example.)
  5. Note: If you were to choose the Use Active Viewport option, you would next activate whichever viewport looks in the direction that you want to project the vertices. For example, if the Wrapper hovered over a Wrap-To terrain on the home plain, you’d activate the Top viewport.

  6. Choose Reference, Copy, Move, or Instance to specify the type of cloning you want performed on the Wrap-To object. (Choose Instance for this example.)
  7. Click the Pick Wrap-To Object button, and then click the object you want the vertices projected upon. (You can press the H key and use the Select by Name dialog to select the box.)
  8. The list windows display the two objects, and the compound object is created with the Wrapper object conforming to the Wrap-To object. (In the example, the sphere is wrapped into the shape of the box.)

  9. Use the various parameters and settings to alter the vertex projection direction, or adjust the vertices that are being projected.