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While you can make an object any shape that you want, Blender has some functions that can help you and modify your mesh automatically. So let's run through them. First, we have already talked about the Mirror Modifier, which copies the vertices from one side of an object to the other side. We've also discussed the Subsurf Modifier that adds on more detail according to an algorithm for you, and we've talked a little bit about how these are arranged in the stack. Other modifiers include an Armature Modifier that we'll be applying later to Captain Knowledge when we make the bones actually move the mesh.
We have a Bevel Modifier that can round of the edges of any kind of hard objects. So if you take a cube and you bevel it, it looks like it was sanded down. We have the Boolean Modifier that we'll use as well. Here's the Build Modifier that will automatically construct or de-construct a mesh and make it appear to build up on the screen. We have a Cast Modifier that Casts certain object into a mold, curves, and decimates. The Displace Modifier is very useful for making an object or surface ripple or be displaced by a certain other texture.
We have the Explode Modifier, which literally makes something come apart. A Lattice Modifier is what we are going to be using a little later on too and that helps you stretch and bend a mesh according to the shape of a Lattice object. For Mesh Deform Modifier makes one mesh be deformed by the shape of another mesh. So this way you can link meshes together. So for a very common use of the Mesh Deform Modifier is for example if you do shape keys on a standard kind of face. If you change the face later on, you can still use the same shape keys on the other Mesh Deformer and save yourself a lot of time.
Particle Instance is a way for a mesh to emit particles and we'll go on to particles a little bit later. Shrinkwrap is a Modifier that makes one object shrink or conform to another object, sort of acting like plastic wrap. Smooth is a Modifier that we can add on that gives you additional finer control over how a mesh should be smooth so that it appears as one continues surface when it's rendered. The UV Project Modifier allows you to use a texture and project the texture onto the mesh instead of coloring the mesh itself.
It's sort of like standing in front of a movie projector and having the movie projector project an image onto you. And lastly, the Wave Modifier makes a mesh ripple as if it was the surface of an ocean or a pond. So that's an overview of some of the modifiers that we have, go ahead and explore them. They can really save you a lot of time and effort as you are trying to model your mesh.
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