9

Sur fDeform Modifier (World Space) 557
Map Channels group
These controls let you choose which map channels
(page 3–966) to use.
Input Channel—Selects the NURBS surface map
channel to use before projection.
Output Channel—Selects the modified object’s
map channel to use after projection.
Update Options group
Thesecontrolsletyouchoosehowtoupdatethe
mapping displayed in viewports. They have no
effect if Show Map In Viewport (page 2–1445) is
turned off.
Always—Updates viewports whenever the
mapping changes.
Manually—Updates viewports only when you click
Update.
Update—Updatesviewports. Thisisunavailable
unless you’ve chosen Manually.
SurfDeform Modifier ( World
Space)
Select an object. > Modify panel > Modifier List >
World-Space Modifiers > * Surf Deform
Select an object. > Modifiers menu > Animation M odifiers
>*SurfDeform
The SurfD eform (WSM) modifier works the same
as the PathDeform (WSM) modifier (page 1–552),
except that it uses a NURBS Point or CV surface
instead of a curve.
Obj ect-Spa ce Modi f ier s
Object-space modifiers directly affect an object’s
geometry in local object space (page 3–982).
When yo u apply an object-space modifier, it
appears directly above the object with other
object-space modifiers in the modifier stack (page
3–760). The order in which the modifiers appear
in the stack can affect the resulting geometr y.
For a list of object-space modifiers, see List of
Available Modifiers (page 1–497).
Affect R egion M odif ier
Modify panel > Make a vertex sub-object selection. >
Modifier List > Object-Space Modifiers > Affect Region
Make a vertex sub-object selection. > Modifiers menu >
Parametric Deformers > Affect Region
The Affect Region modifier is a surface modeling
tool, primarily used w ith vertex sub-object
selections while surface modeling. With Affect
Region, transforming a selection of vertices
can also transform vertices in the region that
surrounds the selection. This c an help you form a
bubbleorindentationinthesurfaceofanobject.
The easiest way to see this modifier’s effect is with a
shallo w, fla t box object with plenty of subdivisions.
The Affect Region modifier has a two-part,
arrow-shaped gizmo plus numeric controls.
When you apply the Affect Region modifier, it
assigns an arrow-like gizmo consisting of two
points connected by a line. The base of the arrow
is the start point. The length and direction of the
arrow defines the amount of movement of the
vertices. Any vertices within Falloff distance of the
baseofthearrowaretranslatedinthedirectionof
the arrow.
Because no points on the mesh are directly
selected, this modifier doesn’t depend on the
topology of the input object. You can apply it to
any renderable object. However, you can limit the
effect by using a sele ction modifier like Mesh Select
(page 1–719) or Volume Select (page 1–952) to pass
a sub-object selection up the stack.