The Skew modifier lets you produce a uniform offset in an object's geometry. You can control the amount and direction of the skew on any of three axes. You can also limit the skew to a section of the geometry.
Skew modifier applied
Effect of moving modifier center with limits set
To skew an object:
You can change the axis at any time, but only one axis setting is carried with the modifier.
The object skews to this amount beginning at the lower limit, by default the location of the modifier's center.
The object swivels around the axis.
You can reverse the amount and direction by changing a positive value to a negative value.
To limit the skew:
The skew offset is applied between these limits. The surrounding geometry, while unaffected by the skew itself, is moved to keep the object intact.
The limit settings remain on either side of the center as you move it. This lets you relocate the skew area to another part of the object.
At this sub-object level, you can transform and animate the gizmo like any other object, altering the effect of the Skew modifier. Translating the gizmo translates its center an equal distance. Rotating and scaling the gizmo take place with respect to its center.
At this sub-object level, you can translate and animate the center of the Skew effect.
For more information on the stack display, see Modifier Stack.
Sets the angle to skew from the vertical plane.
Sets the direction of the skew relative to the horizontal plane.
Specify the axis that will be skewed. Note that this axis is local to the Skew gizmo and not related to the selected entity. Default=Z.
Applies limit constraints to the Skew modifier.
Sets the upper limit boundaries in world units from the skew center point, beyond which the skew no longer affects the geometry. Default=0.
Sets the lower limit boundaries in world units from the skew center point, beyond which the skew no longer affects the geometry. Default=0.