From the course: 3ds Max 2021 Essential Training
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Deforming an object with a modifier - 3ds Max Tutorial
From the course: 3ds Max 2021 Essential Training
Deforming an object with a modifier
- [Instructor] This chapter is about Parametric Modeling with Modifiers. Parametric Modeling refers to modeling using simple instructions that are reversible or non destructive. The simplest way to create a Parametric Model is to apply a Parametric Deformer such as Taper, Twist or Bend. In the next few movies, we'll explore a Parametric Modeling workflow with modifiers. We'll learn about the modifier stack in the process. I've got a monitor screen here, and I want to create a stand for that screen. I've got a box here all ready to go. So I'll select that, go into the Modify panel and rename it. I'll call it Monitor Stand. Let's add a Taper Deformer, one way to add a Deformer is from the modifiers menu. You can go into Parametric Deformers. I do prefer to use the Modifier List. So I'll go over here to the Modifier Stack. Click on the list, pull down and scroll down and choose Taper. We see an orange box around our…
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Contents
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Getting familiar with the interface2m 56s
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Customizing a workspace4m 59s
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Customizing background and grid colors2m 40s
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Creating primitives with keyboard entry4m 37s
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Creating primitives interactively with the mouse2m 36s
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Position objects with Select and Move5m 15s
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Rotate and scale objects4m 47s
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Navigating in viewports4m 10s
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Orbit and viewport Undo5m 8s
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Saving time with keyboard shortcut hotkeys3m 41s
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Customizing hotkeys5m 11s
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Choosing viewport shading modes3m 10s
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Advanced viewport settings and presets6m 14s
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Configuring viewport layouts2m 17s
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Specifying display units5m 22s
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Specifying system units4m 38s
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Defining the home grid4m 44s
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Saving a maxstart.max template scene3m 11s
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Merging scenes5m 4s
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Duplicating object instances with Array4m 22s
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Clone objects with transforms1m 15s
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Introducing snap4m 36s
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Precision transforms with Grid and Snap4m 38s
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Outlining object names with Scene Explorer3m 53s
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Collecting objects in groups5m 4s
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Managing display layers3m 43s
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Controlling object and layer display properties5m 4s
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Understanding XREF external references3m 4s
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Creating an XREFrecord6m 52s
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Moving objects in reference coordinate systems5m 14s
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Rotating objects in reference coordinate systems4m 5s
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Manipulating objects around a Transform Coordinate Center4m 23s
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Using Isolate Selection and Lock Selection2m 25s
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Selecting in Window and Crossing modes4m
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Creating shapes4m 34s
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Editing Bezier splines5m 17s
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Setting shape detail with interpolation3m 58s
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Modeling with the Extrude modifier5m 5s
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Extruding along a path with the Sweep modifier4m 13s
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Exporting paths from Adobe Illustrator4m 1s
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Importing Illustrator paths to 3ds Max3m 54s
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Adding a Bevel modifier4m 37s
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Controlling level of detail for a Bevel modifier5m 3s
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Modeling typography with TextPlus6m 30s
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Manipulating and fine-tuning TextPlus4m 36s
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Deforming an object with a modifier5m 22s
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Layering deformers in the modifier stack5m 6s
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Defining polygon level of detail4m 3s
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Passing a selection up the stack4m 4s
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Understanding topology dependence4m 59s
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Versioning and collapsing the stack5m 53s
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Preparing Boolean operands4m 52s
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Combine volumes with Boolean Compound Objects6m
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Adding edges with QuickSlice6m 57s
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Adding edges with Cut2m 52s
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Hardening polygon edges with the Smooth modifier4m 21s
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Using the Modeling ribbon6m 10s
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Simplifying geometry with Remove3m 57s
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Branching with Editable Poly Extrude5m 36s
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Detailing a mesh3m 21s
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Rounding corners with chamfer5m 46s
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Understanding subdivision surfaces3m 52s
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Best practices for modeling subdivision surfaces6m 23s
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Box modeling for subdivision surfaces4m 9s
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Modeling with the Symmetry modifier6m 46s
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Modeling curvature with Soft Selection8m 9s
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Refining geometry with SwiftLoop2m 42s
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Constraining sub-object transforms6m 9s
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Correcting a seam with Non-Uniform Scale offset5m 11s
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Sharpening corners with edge crease4m 36s
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Baking subdivisions4m 59s
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Creating a physical camera and target5m 54s
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First-person camera navigation in viewports3m 31s
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Enabling Safe Frames5m 11s
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Setting resolution and aspect ratio in Render Setup4m 11s
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Creating a free camera3m 10s
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Rotating in Gimbal coordinate space5m 48s
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Setting rotation Axis Order to emulate a tripod5m 50s
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Previewing renders with ActiveShade6m 8s
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Creating photometric lights3m 50s
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Adjusting light intensity and color4m 59s
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Adjusting light shape7m 8s
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Controlling spotlight parameters7m 15s
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Using the Light Explorer7m 29s
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Illuminating with an environment color7m 22s
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Illuminating with an HDRI environment5m 32s
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White balancing an environment4m 41s
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Separating environment from background4m 38s
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Creating a sun and sky8m 23s
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Using the Slate Material Editor4m 1s
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Assigning materials to objects3m 58s
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Managing scene materials6m 5s
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Managing sample slots4m 52s
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Saving a material library4m 44s
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Physical Material color and roughness5m 52s
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Physical Material reflection parameters6m 36s
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Controlling viewport material shading8m 25s
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Controlling material sample size3m 40s
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Creating a 3D procedural map2m 8s
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Art directing 3D map parameters7m 46s
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Mapping bitmap image files6m 2s
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Projecting UVs with UVW Map4m 29s
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Using Real-World Map Size5m 14s
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Restoring links with Asset Tracking5m 24s
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Understanding hierarchies3m 44s
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Moving pivot points5m 10s
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Rotating pivot points4m 13s
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Prioritizing rotation axes6m 6s
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Linking objects4m 38s
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Locking transforms4m
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Correcting and avoiding scale issues5m 18s
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Choosing frame rate and playback speed5m 23s
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Choosing the active time segment6m 28s
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Creating keyframes in Auto Key mode3m 24s
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Creating keyframes in Set Key mode6m 7s
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Editing keyframes in the Track Bar Timeline6m 50s
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Editing keyframes in the Dope Sheet7m 7s
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Editing keyframes in the Curve Editor6m 14s
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Editing interpolation in the Curve Editor5m 1s
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Manipulating tangents in the Curve Editor5m 25s
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Editing a trajectory with a motion path5m 9s
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