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Tension Deform

Uses deformation of the mesh to compute squash and stretch to define a data channel value. These values can be used to drive morph targets with the operator.

The Tension Deform operator provides vertex data .

Tension Deform rollout

Deform Method menu
Set a method for calculating tension deform: either Edge Length Based or Edge Angle Based
Deform Mesh toggle
When enabled, deforms the mesh. The setting displays the Squash Deform and Stretch Deform groups and their options.

Squash Adjustments group

Squash
Sets the amount of squash to apply to the deformation.
Range
Sets the range of influence as either sooner or later.
Grow/Shrink
Sets the amount to grow (positive values) or shrink (negative values) the mesh.

Squash Deform group

This group is only visible when the Deform Mesh toggle is enabled.

Push
Sets the amount that the mesh is pushed during the deform.
Relax
Sets the number of relax iterations.
Use Morph Target toggle
When enabled, lets you select a morph target from the scene.
Mask with Vertex Colors toggle
When enabled, masks off vertices of a certain color.
Map Channel
Sets the map channel of the vertex color to mask.

Stretch Adjustments group

Stretch
Sets the amount of stretch to apply to the deformation.
Range
Sets the range of influence as either sooner or later.
Grow/Shrink
Sets the amount to grow (positive values) or shrink (negative values) the mesh.

Stretch Deform group

This group is only visible when the Deform Mesh toggle is enabled.

Push
Sets the amount that the mesh is pushed during the deform.
Relax
Sets the number of relax iterations.
Use Morph Target toggle
When enabled, lets you select a morph target from the scene.
Mask with Vertex Colors toggle
When enabled, masks off vertices of a certain color.
Map Channel
Sets the map channel of the vertex color to mask.

Channel Output group

Output Squash toggle
When enabled, scales along an axis to produce a squash effect.
Output Stretch toggle
When enabled, scales along an axis to produce a stretch effect.
Capture Rest Pose button
When clicked, sets the current mesh as the default, neutral pose.

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