<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN"> <HTML ><HEAD ><TITLE >Warp Tool</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="Blender Documentation Volume I - User Guide" HREF="book1.html"><LINK REL="UP" TITLE="Mesh Modelling" HREF="c2384.html"><LINK REL="PREVIOUS" TITLE="Noise" HREF="x3087.html"><LINK REL="NEXT" TITLE="Catmull-Clark Subdivision Surfaces" HREF="x3169.html"></HEAD ><BODY CLASS="section" BGCOLOR="#FFFFFF" TEXT="#000000" LINK="#0000FF" VLINK="#840084" ALINK="#0000FF" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >Blender Documentation Volume I - User Guide: Last modified April 29 2004 S68</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="x3087.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" >Mesh Modelling</TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="x3169.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="section" ><H1 CLASS="section" ><A NAME="mesh_modelling_warp" ></A >Warp Tool</H1 ><P > The warp tool is a little-known tool in Blender, partly because it is not found in the EditButtons window, and partly because it is only useful in very specific cases. At any rate, it is not something that the average Blender-user needs to use every day. </P ><P > A piece of text wrapped into a ring shape is useful when creating flying logos, but it would be difficult to model without the use of the warp tool. For our example, we'll warp the phrase "Amazingly Warped Text" around a sphere. </P ><P > 1. First add the sphere. </P ><P > 2. Then add the text in front view, in the Editing Context and <TT CLASS="literal" >Curve and Surface</TT > Panel set <TT CLASS="literal" >Ext1</TT > to 0.1 - making the text 3D, and set <TT CLASS="literal" >Ext2</TT > to 0.01, adding a nice bevel to the edge. Make the <TT CLASS="literal" >BevResol</TT > 1 or 2 to have a smooth bevel and lower the resolution so that the vertex count will not be too high when you subdivide the object later on (<A HREF="x3126.html#BSG.EDT.F.S68.1001" >Figure 53</A > - and see <A HREF="x3660.html" >the Section called <I >Text</I > in the chapter called <I >Curves and Surfaces</I ></A >). Convert the object to curves, then to a mesh, (<B CLASS="keycap" >ALT-C</B > twice) because the warp tool does not work on text or on curves. Subdivide the mesh twice, so that the geometry will change shape cleanly, without artifacts. </P ><DIV CLASS="figure" ><A NAME="BSG.EDT.F.S68.1001" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/mesh_modeling/gfx/Warp01b.png"></P ></DIV ><P ><B >Figure 53. Text settings</B ></P ></DIV ><P > Switch to top view and move the mesh away from the 3D cursor. This distance defines the radius of the warp. (See <A HREF="x3126.html#BSG.EDT.F.S68.1002" >Figure 54</A >.) </P ><DIV CLASS="figure" ><A NAME="BSG.EDT.F.S68.1002" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/mesh_modeling/gfx/Warp01.png"></P ></DIV ><P ><B >Figure 54. Top view of text and sphere</B ></P ></DIV ><P > Place the mesh in Edit Mode (<B CLASS="keycap" >TAB</B >) and press <B CLASS="keycap" >AKEY</B > to select all vertices. Press <B CLASS="keycap" >SHIFT-W</B > to activate the warp tool. Move the mouse up or down to interactively define the amount of warp. (<A HREF="x3126.html#BSG.EDT.F.S68.1003" >Figure 55</A >). Holding down <B CLASS="keycap" >CTRL</B > makes warp change in steps of five degrees. </P ><DIV CLASS="figure" ><A NAME="BSG.EDT.F.S68.1003" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/mesh_modeling/gfx/Warp02.png"></P ></DIV ><P ><B >Figure 55. Warped text</B ></P ></DIV ><P > Now you can switch to camera view, add materials, lights and render (<A HREF="x3126.html#BSG.EDT.F.S68.1004" >Figure 56</A >). </P ><DIV CLASS="figure" ><A NAME="BSG.EDT.F.S68.1004" ></A ><DIV CLASS="mediaobject" ><P ><IMG SRC="PartM/mesh_modeling/gfx/Warp03.png"></P ></DIV ><P ><B >Figure 56. Final rendering</B ></P ></DIV ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="x3087.html" ACCESSKEY="P" ><<< Previous</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="book1.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="x3169.html" ACCESSKEY="N" >Next >>></A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >Noise</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="c2384.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Catmull-Clark Subdivision Surfaces</TD ></TR ></TABLE ></DIV ></BODY ></HTML >