Modifiers
12
12.1 Introduction to Modifiers
12.2 Modifier Stacks
12.3 Modifiers for Generating
12.4 Modifiers for Deforming
12.5 Modifiers for Simulating
12.1 Introduction to Modifiers
A modier in Blender is the application of a process or algorithm upon an object. In other
words, once you have created an object in the scene you can apply a neat set of data that
will change the shape or way the objects behave. e modiers are designed to take some of
the hard work out of shaping an object. Be warned, though, that applying some of Blender’s
modiers is not straightforward and has to be performed in conjunction with other pro-
cesses. Without some instruction on how to apply the modiers, a lot of trial and error can
be involved. To save you all that trouble, the following chapter on modiers is oered as a
guide. You will still have to experiment and record your ndings to become procient in
the application of modiers.
Modiers are found in the properties window – “Object Modiers” button (Figure 12.1).
e “Object Modiers” button is only displayed when an object to which a modier can be
applied is in the 3D window. Some objects cannot have modiers applied. Note that if there
are objects in the 3D window to which modiers may be applied (not necessarily selected),
clicking the “Add Modier” button and selecting a modier will apply a modier to the
last object that was selected. is occurs even though that object is not selected at the time.
Figure 12.1
Properties window
“Object Modifiers” button
192 12. Modiers
Start with the default Blender scene with the default cube
object. Select the cube, go to the properties window – “Object
Modiers” button, and click on “Add Modier” to display the
modier drop down selection menu (Figure 12.2). Adjust the
values to produce the desired eect then apply the modier.
Applying the modier permanently sets the action.
12.2 Modifier Stacks
Before explaining the individual modiers, I should note that in some cases it is appropriate
to apply more than one modier to an object. When this is done the modiers are placed in
a stack in order of priority. e priority can be changed by moving a modier up or down in
the stack. Also note that although modiers are generally applied in object mode, some may
be used in edit mode. Figure 12.3 shows an array modier and a bevel modier applied.
e following pages will give a basic insight into how some of the modiers are em-
ployed. e full listing of modiers available are shown in the modier selection drop down
menu in Figure 12.4. e circled modiers will also be covered in later chapters related to
armatures (Chapter 15), particle systems (Chapter 13), and uid simulation (Chapter 17).
Figure 12.2
Displayed modifiers panel
Drop down
selection menu
Note: New modifiers are
continually being added to the
program and the drop down
menu changes accordingly.
19312.3. Modi ers for Generating
12.3 Modifiers for Generating
12.3.1 Array Modifiers
e array modi er creates an array of copies of the base object, with each copy o set in
a number of possible ways. Figure 12.5 shows a UV sphere object with an array modi er
applied to it with “Count: 3” (the base object plus two copies equals an array of 3) and x
and y o sets (“X: 1.500” and “Y: 1.000”).  ere are three types of o set functions available:
relative, constant, and object. Note that Figure 12.5 is using the relative o set function.
With “Count: 2” and an o set along the x-axis of “X: 1,” the di erence between relative and
constant is shown in Figure 12.6.  e object o set function is shown in Figure 12.7 and is
combined with a second array modi er.
Click to enable the modifier settings to be applied in edit mode.
Click to move the modifier up in the stack.
Click to move the modifier down in the stack.
Figure 12.3
Figure 12.4
Array Modifier
Learning
Unit 6

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