The Conform space warp
modifies its bound object by pushing its vertices in the direction
indicated by the space warp icon, until they hit a specified target
object, or until the vertices move a specified distance from their
After creating a Conform
space warp, you specify a target object in the Conform parameters,
and then bind the Conform to the object you want to deform. You
rotate the Conform icon to specify the travel direction (toward
the target object). The vertices of the deformed object move until they
hit the target object.
There is also a
compound object that provides additional
methods of conforming one object to another.
Conform viewport icon
(a surface is below it)
Example: Using the Conform space warp:
Begin by making two objects.
- Create a terrain by making a wide, flat
box with plenty of Length and Width segments (or a quad patch).
Apply a Noise modifier and adjust its parameters to result in a
bumpy terrain (not mountainous, but low and irregular).
- Create a short, wide cylinder whose radius
is about one-eighth the area of the box (like a coin). You'll animate
the cylinder to float diagonally over the surface of the terrain.
- Set Cap Segments in the cylinder to 4,
and position the cylinder to float over the terrain.
- Set the object color of the cylinder
to contrast with the color of the terrain.
- Move the cylinder inside one corner of
the terrain as seen from the Top viewport. Turn on Animate, move
to frame 100, and move the cylinder to the opposite corner of the
The coin/disk moves from
one corner of the terrain to the other.
The terrain will become
the target object, and the cylinder the deformed object. The next
step is to create the Conform space warp and bind it to the cylinder.
- On the Create panel, choose Space Warps,
and then, from the drop-down list, choose Geometric/Deformable.
Click the Conform button.
- In the Top viewport, in the center of
the terrain, drag outward to create the Conform space warp.
- Click the Pick Object button, and then
click the terrain box.
- In the Front viewport, drag the space
warp up until it's above the cylinder.
As seen in the Front
viewport, the terrain is at the bottom, the cylinder is between
the terrain and the space warp, and the space warp is at the top.
- Bind the space warp to the cylinder.
The cylinder becomes
a disk that seems to be painted on the surface of the terrain.
- Drag the time slider to see the cylinder/disk
move across the box, following the terrain.
Because the vertices
are pushed almost to the level of the terrain, the faces of the
two object might intersect. In the following steps, you'll fix this by
adjusting the standoff distance between the target surface and the
pushed vertices. Then you'll go on to affect only selected vertices
in the cylinder.
- Select the Conform space warp, and open
the Modify panel.
- Set Standoff Distance to 3.
You can now clearly see
the surface of the disk above the terrain.
- Set the Standoff Distance to 20.
The disk floats 20 units
above the terrain. Next, change the affected vertices.
- Select the disk/cylinder.
- In the modifier stack display, click
the Cylinder item so it's highlighted in gray.
- Apply a Mesh Select modifier.
- At the Vertex sub-object level, in the
Front viewport, region-select the bottom cap vertices of the cylinder.
- Remain at the sub-object level, and in
the stack display click the Conform Binding item.
- In the viewport, select the Conform icon.
- In the Modify panel, turn on Use Selected
Now that only the bottom
cap vertices are selected, the rest of the cylinder is restored.
If you adjust the viewing angle and play the animation, you'll see
that the bottom face of the cylinder follows the terrain, while
the rest of the cylinder retains its shape.
Wrap To Object group
These options provide
controls to select the target object.
- Pick Object
Click this, and then select
an object in the scene. The object you select becomes the barrier
against which the bound object's vertices will be pushed.
Displays the name of
the picked object.
Move Vertices group
These options affect
how the vertices are moved.
- Default Projection Distance
The distance a vertex
in the bound object moves from its original location if it does
not intersect the target object.
- Standoff Distance
The distance maintained between
the vertex and the surface of the target object. For example, if
set to 5, the vertices can be pushed no closer than 5 units from
the surface of the target object.
- Use Selected Vertices
When on, only the sub-object
selection of vertices on the Stack are pushed. When off, all vertices
in the object are pushed regardless of the Stack selection.
- Icon Size
Specifies the size of