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Read in chapter three or twelve, if you want to follow along. And what we're going to do here, is we're going to make this robot's head a little less, square if you like. By using a deformer. Deformers are in this little section here. So if you click and hold on this button, you'll see here are some of the deformers that are available. For you to use on your objects. You can also select them by going up to create deformer, and you'll see here they are and you can use them on objects or combination of objects.
So what we're going to do is use the taper deformer. You can use the taper deformer to deform the head. Now as I zoom out, you should see The taper to former appears, and it's on top of the robot I'm going to move it up to the top. And if we have a look around you'll see that it's surrounding the head quite nicely now. Okay I may need to adjust it from the front a little bit as well. So we just place it over the head. We can adjust the size of it so I can make it 200 by 200.
I 200, okay. So once I've created the taper and adjusted the size, what I then need to do is get it in the right position in order to adjust the head. Now, I want it to adjust the head, but also all the other changes I've made to the head, including the bool that I used to cut the holes for the eyes. So what I need to do is I need to drag it, in between the neck and the bull I don't want it to affect the neck so I'm going to drag it in between that parenting structure and it should affect everything underneath it within there.
So if I select the taper and adjust the strength value you'll notice what it does., It just allows you to stretch or squash the object. Now I don't really want to stretch my object. I want to squash it down. But I want to squash it the other way. So what I'm going to do is first of all determine a strength. So I'm going to do it to 50%. Fact, maybe a bit lower, maybe about 40%. But then I want it to be the other way round, so it's bigger at the top than at the bottom. So what I'm going to do is just simply go to the coordinates and change the Y value to -1.
And now we have it tapering from the bottom up which works a lot better for our robot. Now of course you can move it, around and you'll see that as you move it around it changes the way that, that taper works. So you can manipulate it and move it once you've created your taper. There's also other options in there you can put let more, or less curvature on it. Okay so you can decide how much curvature is on that. So maybe about eighty percent would work for us here. Maybe a little bit higher. Maybe 90 % would work there.
You can also put a (UNKNOWN) on it as well so all sorts of options on how you can control that taper once you've applied to an object. It gives you quite a nice way, of being able to just. Create an object from primitives, and then apply a taper to it, just to adjust the shape of it so it's a little bit less rigid and computer-generated looking.
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