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Posts: 10
Question: Do you make much use of modifiers?
Started by Territan a while ago
Modifiers. You know the things, in the Properties panel under the tab labeled "Modifiers."If you work with soft body physics, then you know where the tab is. But there's all sorts of other things in there beside the physics modifiers. And something tells me those don't get much love.I'm not asking for help with them; I'm even thinking of running off a tutorial or two about them. But I want to gauge peoples' attitudes for them first.So, do you use them at all?And why not?

Posts: 65
Jetbird_D2 replied a while ago...

HI, yes, modifiers are ued pretty often, useful one is spin modifier, 
also bend and twist, looking at the plug ins, shaper from Inagoni is amazing modifier.   


Posts: 268
Holly Wetcircuit replied a while ago...

I use the behaviors all the time.

And wave. 

visit me at 3D.wetcircuit.com

Posts: 7
jonstark replied a while ago...

For years the only modifier I used was the 'Point At', though I did use it all the time.  I used it in still renders to more easily point the character's eyes towards the camera (or where I needed them to focus).  It didn't make any sense to fiddle with the eye controls for who knows how long when a simple 'point at' modifier would work.

Since the advent of the Carrarator's animation site, I've started trying my hand at animation, and I've delved much more deeply into modifiers.  First for the bouncing ball challenge, I used the 'bounce' modifier to bounce the ball:

https://vimeo.com/76911567

Then I decided I would like to do a fly-through/fly-over animation of a starfighter flying over a series of terrains (here's the first test clip to give an idea):

https://vimeo.com/76907572

and after deciding that would be my first big animation project ever, I also wondered whether I could maybe interject some dogfights and explosions using particles and modifiers, and started really looking at all the options that are there under the modifiers.  There are a lot!  Here was my first test exploding a primitive box, in which I used a shockwave particle emitter, a bulb light with glow effect and CrossScreen effects enabled and keyframed in, and modifiers on the primitive itself of Explode, Dissolve, and Shatter:

https://vimeo.com/76907094

That just scratches the surface though of how many modifiers and controls there are in the modifier tab.  I spent an entire saturday just punishing that primitive cube with tons of modifiers (did you know you can stack modifiers on the same object?  And have them take place at different times during the animation? Cool!)

Then I tried a test of exploding an actual mesh of a starfighter (Shuttlestar from DAZ) and discovered the explode modifier works to randomly to really control the effect, but was able to get much the same effect I wanted just using Dissolve and Shatter:

https://vimeo.com/76907312

All of this obviously needs lots of refining, but you get the idea.  I think with a little tweaking modifiers can be very powerful.  For instance, with the checkbox enabled to use Explode from the top down, you could easily mimic the destructive effects of a Godzilla monster smashing building in a city, or an alien invasion firing and destroying buildings, or even just an earthquake.  Modifier tab is very cool and I've been criminally under-utilizing it up til now.


Posts: 34
Dartanbeck replied a while ago...

I'd also like to add that we can also use a slew of modifiers in the vertex modeler as well - there's even a replicator in the model room! There truly are a lot of modeling possiblities when you consider these things.

Modifiers in the normal sense, as others have mentioned, are nearly an every day way of life.


Posts: 172
Stan replied a while ago...

Yes.

[IMG]http://img.photobucket.com/albums/v368/manleystanley/CCsig.png[/IMG]

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