We've got a got a box and we've added a bend modifier to it. Let's look at what we can do with that bend modifier and along the way we'll learn about the modifier stack itself. The first thing you might notice is that there's a little light bulb icon next to the modifier. If I click that icon, I can turn the modifier off, or turn it back on again. I can also delete modifiers. If I don't want it, I can select it, and then press the Trash Can and that will remove it. I'll undo that with the Undo button.
I can obviously control different parameters such as the Angle. What I want to happen here with this arch is I want it to be straight and then bend at the top and then straight back down again. And I can do that using a combination of the Limits shown here, and also the position of the so-called Modifier Gizmo. To get at this Gizmo, I'll press the plus sign on the modifier, click on that and you will see Gizmo.
When I click Gizmo, it highlights in bright yellow, and that's an important indicator that we've now entered into a special mode called sub-object mode. When you're in sub-object mode, you can't select any other objects. You're down inside the structure of this model and you cannot select a different object. You can click on this other object all day long and nothing will happen, as long as you're in sub-object mode. Gizmo sub-object mode lets me change the position of the Bend effect.
I'll click on the Z axis of my Move tool and drag that up, and you can see the effect of moving the Bend Gizmo. This yellow outline here is the bend modifier itself. What I want to do is I want to have the Bend effect start up here and I want this part to be straight. And to accomplish that, I can use Limits on the modifier. When you turn on Limit Effect, it'll look like there is no modifier at all, and that's because the Limits are set to 0 and 0.
But if I change these values by dragging, I can adjust the Limits, I can type in a value as well, like I can set that Upper Limit to let's say 10 feet. That means that the modifier is only affecting the box up to 10 feet away in linear units. There's a Lower Limit here as well. I'm just going to leave that at 0 for the moment. Now if I want this to be symmetrical, I just need to do a little bit of simple math here. I'll set the Bend Angle to exactly 180.
I know that the Upper Limit is set to 10 feet. If I wanted, let's say, 10 feet of straight, and then 10 feet of bent, and then 10 feet down, I can do that because my box is exactly 30 feet tall. I can move this Gizmo down, and if I move it down to exactly 10 feet, then I'll get a symmetrical structure here. You'll notice as I move it up and down, the numbers are changing at the bottom of my screen. So that's the Z position of the Gizmo, and if I want it to be exactly 10 feet, I'll just go down here to Z and type in 10 and press Enter.
When I'm finished, I can exit out of Gizmo sub-object mode. Those are the basics of working with the modifier stack, enabling and disabling modifiers, changing the Gizmo position in sub-object mode, and playing around with the limits.
Author
Released
5/16/2012- Creating primitives
- Setting units and dimensions
- Modeling with splines
- Lofting objects
- Cloning and grouping objects
- Using the modifier stack
- Editing polygon meshes
- Working with subdivision surfaces
- Creating NURBS curves and surfaces
- Building materials
- Mapping textures
- Controlling lights and shadows
- Keyframing animations
- Rendering a sequence
Skill Level Beginner
Duration
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Introduction
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Welcome58s
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1. Getting Started
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Setting preferences2m 38s
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Using project folders3m 2s
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2. The 3ds Max Interface
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Navigating in the viewports2m 10s
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Using hotkeys3m 12s
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Transforming objects3m 42s
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Using axis constraints1m 54s
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Choosing shading modes3m 17s
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3. Modeling Basics
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Setting units5m 25s
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Understanding dependencies4m 30s
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Working with sub-objects3m 26s
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4. Modeling with Splines
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Creating shapes4m 35s
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Creating lines3m 10s
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Working with Editable Spline2m 13s
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Using different vertex types4m 34s
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5. Lofting
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Lofting a vase3m 56s
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Setting loft parameters3m 25s
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Editing a path3m 25s
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Adding a Shell modifier1m 49s
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Finishing the model3m 33s
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6. Modeling with Primitives
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Setting up the scene1m 25s
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Creating chamfer boxes3m 33s
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Cloning objects2m 35s
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Using the Array tool4m 17s
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Grouping objects1m 37s
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7. Using the Modifier Stack
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Laying out the scene2m 11s
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Working with Editable Spline4m 32s
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Applying a Sweep modifier1m 46s
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8. Polygon Modeling
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Selecting sub-objects2m 36s
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Bridging parts of a mesh2m 41s
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9. Subdivision Surface Modeling
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Using the Symmetry modifier1m 49s
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Working with TurboSmooth3m 5s
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Extruding polygons2m 8s
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Rounding out square corners3m 15s
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Choosing a transform center5m 55s
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Editing edge loops2m 34s
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Baking subdivisions5m 5s
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10. NURBS Modeling
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Understanding NURBS1m 1s
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Creating NURBS curves3m 9s
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Creating arcs and lines3m 36s
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Cloning sub-objects1m 50s
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Creating an offset curve2m 40s
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Creating a U loft surface3m 16s
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11. Modeling for Motion Graphics
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Setting up the scene2m 4s
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Creating text2m 2s
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Applying a Bevel modifier1m 14s
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Choosing bevel parameters2m 31s
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Deforming beveled objects1m 19s
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Importing Illustrator paths2m 44s
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12. Materials Basics
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Opening the Material Editor2m 29s
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13. Mapping Textures
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Applying procedural maps4m 10s
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Navigating shader trees1m 8s
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Tracking scene assets5m 48s
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Projecting UVW mapping4m 51s
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Mapping a bump channel1m 42s
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14. Camera Basics
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Working with Display layers6m 28s
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Creating a free camera2m 2s
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Using a target camera2m 18s
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Adjusting Field of View1m 30s
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Choosing an aspect ratio3m 55s
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15. Lighting Basics
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Understanding CG lighting7m 44s
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Creating a target spotlight2m 57s
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Choosing a shadow type2m 34s
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Optimizing shadow maps3m 25s
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Optimizing area shadows3m 27s
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Creating omni lights3m 53s
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Using the Light Lister1m 9s
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16. Keyframe Animation
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17. Hierarchies
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Understanding hierarchies1m 31s
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Controlling rotations6m 51s
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Locking transforms1m 28s
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Linking objects3m 13s
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Using Schematic View1m 48s
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Solving problems with scale7m 13s
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18. Controllers and Constraints
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Understanding controllers3m 22s
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Assigning a Link constraint1m 45s
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19. Rendering
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Specifying file output4m 46s
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Conclusion
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Goodbye34s
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Video: Working with the modifier stack