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In 3ds Max 2011 Essential Training, author Aaron F. Ross demonstrates how to use this top-tier application for digital content creation, widely used in diverse industries such as architecture, industrial design, motion pictures, games and virtual worlds. This course covers modeling with polygons, curves, and subdivision surfaces, defining surface properties with materials and maps, setting up cameras and lights, animating objects, and final output rendering. Exercise files accompany the course.
If you want to deform a beveled object, then you're going to want to go through those previous steps of making sure that you've got the Grid as your Cap Type and that you've adjusted the spline interpolation, and then and only then will you have enough detail to actually get good results with deformations. So, once I've done all that, then I can play around with adding different modifiers, like for example one of my favorites is the Stretch modifier. So, in traditional animation, Squash and Stretch is one of the 12 principles of animation.
I would want to change my Stretch Axis here to something else, like X or Y. That's pretty cool! In fact, I could even animate this. Additionally, I can stack deformers or stack modifiers on top of one another. So, I could also do a Bend. I have to play around with the Bend Axis and bend it in a certain direction. But as you can see, this is working out pretty well.
That's because I've gone to the trouble of setting up my Bevel with a Grid Cap and also playing around with the spline interpolation settings. That's basically it for deforming beveled objects.
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