(Located in the Animation, Modeling, and Rigging menu sets).
See Create blend shape deformers and Shape authoring for more information.
To open and change the
Blend Shape Options, select
Deform
(Create) Blend Shape
.
To open and change the
Cluster Options, select
Deform
(Create) Cluster
.
See also Create cluster deformers.
See also Curve Warp deformer.
To open and change the
Delta Mush Options, select
Deform
(Create) Delta Mush
.
See also Create Delta Mush deformers.
To open and change the
Lattice Options, select
Deform
(Create) Lattice
.
See also Create lattice deformers.
To open and change the
Wrap Options, select
Deform
(Create) Wrap
.
See also Create wrap deformers.
To open and change the
Shrinkwrap Options, select
Deform
(Create) Shrinkwrap
.
See also Shrinkwrap deformer.
To open and change the
Wire Tool Options, select
Deform
(Create) Wire
.
See also Set wire deformers.
To open and change the
Wrinkle Tool Options, select
Deform
(Create) Wrinkle
.
See also Create Wrinkle deformers.
See also Pose space deformations.
To open the
Muscle menu, select
Deform
(Create) Muscle
.
See also Maya Muscle.
To open the
Nonlinear menu, select
Deform
(Create) Nonlinear
.
See also Create nonlinear deformers.
To open and change the
Soft Modification Tool options, select
Deform
(Create) Soft Modification
.
See also Use the Soft Modification Tool.
To open the
Sculpt Options, select
Deform
(Create) Sculpt
.
See also Create sculpt deformers.
To open the
Texture Options, select
Deform
(Create) Texture
.
See also Create a texture deformer.
To open the
Jiggle deformer menu, select
Deform
(Create) Jiggle
.
See also Creating Jiggle deformers.
To open the
Point On Curve Options, select
Deform
(Create) Point on Curve
.
See also Create Point on Curve deformers.
(Edit) Lattice
Remove Lattice Tweaks, and then change the divisions of the lattice. If you want to change the divisions
on a lattice with history, find the input lattice shape and change its divisions.
You can find the input lattice by selecting the lattice and looking in the attribute
editor tabs for the original lattice shape, which will typically share the same base
name as the output lattice appended by “Orig.”
See also Edit Lattice deformers.
See also Shrinkwrap deformer, Edit Shrinkwrap deformers, and Shrinkwrap Options.
You can directly edit deformer set memberships by selecting deformable object points with the Set Membership Tool.
See Edit deformer set membership and Paint Set Membership Tool.
Opens the Prune Membership menu.
You can remove unaffected points from a deformer set based on which points the deformer is affecting. Use this to avoid unnecessary calculations for points that are not being affected by the deformation. Prune Membership is available for only Cluster, Lattice, Sculpt, and Wire deformers.
The pruning operation considers only the current position of each component in the undeformed and deformed versions of the geometry affected by the specified deformation. If you have animated attributes of your deformation, the pruning operation is performed based only on the current attribute values. This means that components that are potentially affected at other frames of your animation might get pruned out if they are unaffected at the current frame.
Since a typical blend shape operation has weights of 0.0 for some target shapes at any point in time, this operation is especially dangerous when applied to blend shape deformations. For this reason, there is no menu item provided to prune membership for blend shape deformers. However, you can access prune membership for blend shape deformers through the command line.
Select
Deform
(Edit) Mirror Deformer Weights
to open the
Mirror Deformer Weights Options.
See also Mirror deformer weights.
Opens the Paint Attributes Tool Options.
Opens the Export Deformer Weights Options, where you can set the options for exporting deformer weights as an XML file.
See also Export and import deformer weights.Opens the Import Deformer Weights Options, where you can select a file containing the deformer weight map you want to import.
Replaces current values on the skinned object with the imported values taken from the XML file, overwriting values only for vertices that match between the mesh and imported weights file (for example vertex1 on mesh to vertex1 of the imported XML file.)
Select this option if you want the import to rely on the index of the vertex in the deformer. This is useful for getting a perfect match between shape nodes and deformers.