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In this tutorial, I'll show you how to
use the simple deform modifier and the
simple deform modifier is a really
useful 3D modeling tool. And if you'd
like to download the project files which
comes with all of these example models,
then I'll have a free download on my
Gumroad store and Patreon page. The link
to that is in the description. And if
you are downloading on Gumroad, you can
throw a few dollars into the price box
before purchasing if you'd like to send
me a little tip or you can just punch in
zero into the price box and download for
free. You can also join my Patreon page
to support the channel monthly and get
access to lots of Blender content. So if
you just select an object in Blender,
you can go over here to the modifier
properties, then you can click on add
modifier, and you can search for simple
and add the simple deform modifier. Now
the simple deform modifier has four main
settings. So there is this twist,
there's also an angle, there's also a
taper, and there's also a stretch. So
you can clearly see what the modifier
does by these examples here with these
monkey heads. So you can twist, bend,
taper, or stretch different objects. And
there's also a factor value on all of
these settings to make it more and less
strong. Now as well as these four
options, there's also three options here
for the X, Y, and Z axis. So for
example, on this twist here, I'm just
going to twist this monkey head, but you
can see there's the X axis which is the
red line back and forth. There is the Y
axis, the Y axis is this green line, and
then the Z axis which is up and down. So
you can clearly see I'm twisting the
monkey head on the X, the Y, or the Z
axis. So you can twist it to whichever
works best for your object. Now on
default, the objects bend from their
origin point. If I hit tab to go into
edit mode, I can move this over and you
can see as I'm moving it, you can see
now the object is continuing to bend at
a different position. And so in this
example, it's kind of rotating around
kind of like a screw. Now if you want to
see the topology with the modifier in
effect when you're in edit mode, you can
click on this little button here, the on
cage button, and so now you can actually
like select the vertices and move them
around and the modifier is going to
affect the vertices in edit mode. So you
can see if I move this away from the
origin, now you can see it's bending
from that origin point. So here's
another example with the bend type. So
if I go into edit mode and just kind of
move it over here, let's click on this
button to turn on on cage. You can see
as I move the mesh further and further
away from the origin point in edit mode,
it's kind of going to be a larger bend.
And then as I turn this up, you can see
it's going to bend around the origin
point cuz the origin point's right there
in the center. But if I bring it back,
it's going to be smaller. So the origin
point really has a lot to do with how
the object is going to look when it's
bent. Now another thing you should be
aware of is that you do need a good
amount of topology when you're deforming
an object. So for example, let's just
add this cube here and I'll go into edit
mode and scale the cube up. Now let's
click on add modifier and we're going to
add the simple deform modifier. And
let's have it set to twist and I want to
twist it on the Z axis so it goes around
in a circle. So I'm going to change this
to the Z axis. So now you can see I can
turn this angle up, but you can see it's
kind of breaking the object because the
object doesn't have very much topology.
Well if I hit tab to go to edit mode, I
can hit control R to add a loop cut and
then I can scroll my mouse so there's
lots of loop cuts. I'm just going to
continue to scroll my mouse and then I'm
going to left click and then right click
so the loops stays where they are. Well
now when I go back to object mode, you
can see here is the object now. The
object has lots of geometry. So if I
just show the modifier again, you can
see now it's twisting it but has lots
more geometry so it's much more even. It
all looks a lot more smooth. So I can
kind of continue to twist this and now
we have a really cool interesting shape.
So just keep that in mind if you're
twisting a low poly object, it might be
kind of deformed or stretched and it may
just not look that good. So you might
want to subdivide your object or give it
more geometry. So you might be wondering
how this modifier can be useful for
modeling different 3D things. So for
example, I could model something that's
kind of like a macaroni noodle shape. So
if I go to the add menu, let's go here
to mesh and I'm going to add a cylinder.
In edit mode, I'm going to scale the
cylinder up on the Z axis and then as I
talked about earlier, I want to make it
be high topology. So I'm going to hit
control R and I'm going to scroll my
mouse wheel and then left click and
right click so the loops stay where they
are. And then I go to face select and
I'll select the top face and the bottom
face and I'll hit X and delete the
faces. We'll go back to object mode.
Then I want to give it some thickness so
I can go here to the modifiers, click on
add modifier, and add like a solidify
modifier and I can drag the thickness
out so it has like some thickness. Then
I can use the object context menu and
shade it smooth and then I can also go
to the add menu and search for like a
subdivision surface modifier. And then
maybe in edit mode, I'll just scale it
up a bit. Well now what I can do after
both of these modifiers is I can click
on add modifier and I can add simple
deform and then I can scroll down here.
So you can see the simple deform is
after the solidify and subdivision. So
then I could like change the angle, but
this angle is wrong. So instead of
twisting it, we actually want to bend
it. So instead of the twist type, we're
going to click here to change it to the
bend type. And then I can change the
axis so I can choose the X, Y, or Z
axis. In this case, I don't want to use
the Z axis. I want to use either the X
or the Y. So I'll just go with Y. And
then I can just kind of angle this like
that. I could make it like halfway so
it's kind of like a C shape and just
kind of make kind of like a macaroni
noodle. You could also use this if you
were modeling parts for like a marble
run. If you want to create like a marble
run and have marbles that go through
this object, I do actually have a
tutorial on how to create a marble run.
So if you want to check out that video,
the link will be in the description. So
that's just one use case for this
modifier. Now you can also use it to
model a pipe. So if I just duplicate
this object, let's just drag this one
out of the way. I could make a pipe
where it's kind of straight, then it
bends, and then it's straight again.
Well how would I do that? Well if you
look right down here, there's actually
restrictions. So if I open this up,
there's going to be two restrictions.
There is the first one and then there is
the second one. So the first one here is
going to restrict it on this part right
here. So you can see if I restrict it,
if I drag this up here, you can see it's
kind of twisting around, but you can
just ignore that. Just look at the
actual curve here on the inside. So you
can see if I turn up this limit, now I
can see it's straight right here and
then it kind of curves over. Then I can
also turn down the bottom limit so I can
just turn this down like that and I can
kind of see we're getting this shape
here. So it's kind of straight, then it
curves, and then it's straight. So then
here on the angle, instead of making it
like -120,
I can just make it 90. So this way it's
only going to rotate by 90°. So now it
just kind of looks like a pipe joint and
I could also go into edit mode and scale
it up on the Z axis to make it longer.
So now we just have like a really small
pipe joint. I could also use this to
model a candy cane shape. So if I just
go to the add menu, add a cylinder, I'm
going to drag the cylinder over. I'll
hit tab to go to edit mode. I'll scale
the cylinder up on the Z axis and then
I'll hit control R and I'll scroll my
mouse wheel so there's lots of cuts so
it's very subdivided and left click and
right click. So I'll go back to object
mode and then I can just shade the
object smooth. So now I'm going to click
on add modifier. I'm going to add the
simple deform and again we want to
change it to bend. I'm going to bend it
on the Y axis. We'll just rotate this
around, but then we can restrict it. So
if we open up the restrictions, I can
just drag this down. Actually I want to
drag this up and drag the top one down
like that and kind of twist it around.
And I think I need to hit tab to go to
edit mode, select everything, and scale
everything up so it's a bit longer. And
now I can just kind of restrict it and I
just want to do the restriction on this
side. So let's just go like that and
then I can like change the angle and
curve it in and then I can just rotate
this back. And so there we go, we have a
simple candy cane. And I actually used
this method in my tutorial that I
created quite a few years ago on how to
model a candy cane. So if you want to
check out that video, the link is in the
description. Now what I can also do is
create like a cool twisted metal shape.
And I kind of showed this earlier, but I
can add a cube. Let's drag the cube
over. I'm going to go into edit mode and
scale it up on the Z axis. Then I'll hit
control R to add a loop cut and I'll
scroll out the mouse wheel, left click
and right click so it stays where it is.
So now I'm going to go to add modifier.
I'm going to add the simple deform and
for this example, we don't want to use
the bend type cuz that's going to rotate
the entire thing. We instead want to
twist it. So I'll change it to twist and
then we don't want the X and Y axis. We
want to twist it on the Z axis. So then
what I can do is just rotate this like
that. But then let's say that I want to
restrict it. Well I can just open up the
restrictions and I can just change the
restrictions and then maybe in edit
mode, I'll scale the whole thing up a
little bit. And then I can also use like
the shade auto smooth. And so now we
have a really cool kind of like twisted
metal. And one thing that I was thinking
this could be used for is for like like
a metal railing outside, like a fancy
metal railing. I also did this very
basic modeling for like some licorice
candy. And you can see if I use that
same method, we can kind of rotate those
edges kind of around to make it look
like a piece of licorice. Now there's
also two more options. There's the taper
and the stretch. And I don't find these
as useful for as many things, but they
may be useful. You may find them useful
sometimes. So for example, I could add a
cube. I'm going to go into edit mode, go
to the face select, and I'm just going
to like extrude this, scale it up, and
just kind of make like a basic shape.
I'm just kind of making a random shape,
something like that. So now let's click
on add modifier. We can add the simple
deform and let's change it to the taper.
So for the taper, it's going to make
like one side smaller and the other side
larger. So for this example, I think the
Z axis makes the most sense. So now I
can drag this factor and let's just flip
it. So in its very simplest form, if I
just have a subdivided cube here, you
can see if I turn the type to taper, I
can either have it taper in on the top
or I can flip it and have it taper in on
the bottom. And of course, you can have
it taper on the X, Y, and Z axis. Now
the last type is stretch. And so with
stretch, you can see it's going to kind
of squish it in just one area. And so
right now you can see it's squishing it
by the origin point. And then the rest
of it is getting stretched out. So it's
kind of squishing and stretching it. And
you can of course invert it by turning
the factor into the negative values. And
then just like the other objects, there
is the X, the Y, and the Z. But in this
case, it makes most sense to use the Z
axis cuz that's where I have the most
geometry. Now earlier, I was talking
about how the object's origin plays a
key role in how it's going to look. But
you can actually choose a different
object to be the center object. So for
example, I'm going to hit shift S and
move my mouse down to cursor to selected
and that way the 3D cursor is in the
very center there. Now if I go to the
add menu, I can go here to empty and I
can add a plane axis. And I'll just
scale the plane axis up a little bit so
I can see it. Now if I click back on the
object, you can see there is an origin
here and that's going to be on all of
these settings here. So the twist, bend,
taper, or stretch. So I can click on the
eye dropper and then I can just choose
the empty. So now where the empty is,
that's going to determine kind of where
the center is. So I can like move it
over here, move it over here, kind of
move it wherever I want. So the object
could be in a separate location than the
center point. So where this could be
useful is for example if I wanted to
create like a coil shape. So what I'm
going to do is go to the add menu. I'm
just going to add a cube and for this
cube here, I'm going to scale it down to
kind of squish it and then I'm going to
scale it way up on the Z axis. Then I'm
going to hit control R and I'll scroll
my mouse wheel way out like this so it
has a lots of geometry. So now what I
want to do is add the simple deform
modifier just like we've done before and
for this example, I'm going to leave it
set to twist and for the object here on
the origin, I'm going to click on the
eye dropper and I'm going to choose this
empty. So now I can kind of drag this
empty around and that's
the center. So what I'm going to do is
change the axis to the Z axis and now I
can kind of just drag this out here,
kind of drag this over. And then if I
select the object again, let's just turn
up the angle and we can make it kind of
twist around. And what I could actually
do is I could type in 360 here on the
angle so it rotates all the way around.
And then I can kind of bring this up and
down just like that. You can see it kind
of looks like a drill shape or a screw
kind of rotating around. So then what I
could do after I do that is I could
click and add modifier and I could
search for the array modifier and right
here on the array modifier, let's turn
the count up but I don't want it to be
arrayed in this direction on the X axis.
So I'm going to turn the offset to zero.
I instead want to array it on the Z axis
so I'll turn that to one. And now you
can see if I move this around, that's
going to change like the size of it so I
can move it kind of closer. And so now
it's like really small so it kind of
looks like a ribbon or kind of like a
coil. And I can make it really big or
really small depending on the location
of the empty. Another cool example that
I want to show you with this method is
that you can use it to bend text. So
I'll go to the add menu and I'm just
going to add some basic text here. Let's
add text. I'll zoom into the text. I'll
go into edit mode. I'll select
everything and I'm going to call this
rotate the text. Rotate the text. Then
just to make this look a bit more
interesting, if I go here to the object
data properties, let's just go down here
to geometry and I can turn up the
extrude and then what we can do is go to
the bevel and just turn up the depth a
little bit. So now I'll go to the add
menu and I'm going to go to empty and
just add the plane axis and move it
right here. And I'll hit seven on the
numpad to go to top view. So now we'll
select the text. We'll go to the
modifiers. We'll add modifier and we're
going to add the simple deform. So in
this example, I want to change it to
bend and so for this example, I want to
change it to the Z axis cuz the Z axis
is up like this. And then let's also
change the angle. So I'll just rotate
the angle. But then if I want it to
rotate around a specific area instead of
it rotating around the origin point, I
could click on the eye dropper and just
choose the empty. And now I can just
kind of move the empty like that, bring
it down. Maybe I'll select the text and
kind of scale it up a little bit on the
Y axis like that. And now we have some
cool rotating text. Now there's one more
cool example that I want to show you and
that is to model a DNA strand. So if I
go to the add menu, I can add a cube.
I'll go into edit mode. I'll scale the
cube up, scale the cube down, bring it
over, and maybe scale it up again on the
Z axis just like that. Then I'll hit
control R to add a loop cut and I'll
scroll my mouse wheel until there's lots
of loops there and left click and right
click. I can just go to the face select
and I'll just like select a few of these
faces. This is just some very quick
modeling. You could of course model a
more precise one and then I'll extrude
it into the center and let's just delete
those faces. Now what I want to do is
add a mirror modifier. So add mirror so
it mirrors it over to the other side.
I'll select everything and I'll bring it
in like that. And then what I can do is
turn on the clipping button and drag it
out so it merges with the mirror. And
then what I also want to do is select
the top face and the bottom face and
delete that, delete those faces cuz
we're going to be adding an array
modifier. And then let's click on add
modifier and I'm going to add the
subdivision surface modifier so it
smooths it out. I'll just turn the
levels to two and then I'll just shade
the object smooth. So right now it just
kind of looks like a kind of simple
ladder shape. But let's now click and
add modifier. I can add the simple
deform modifier and for this we want to
leave it at twist and then we want to
change the axis to the Z axis and then
we can rotate this around just like
that. And now it's starting to look like
kind of that like DNA strand in those
like, you know, medical visualization
videos or whatever where you can see
like the DNA strands. And then to make
it longer, I could click on add modifier
and I could add like an array modifier.
Let's scroll down here on the array and
I can array it on the Z axis by one and
then on the X offset, I'll turn that to
zero. Now you can see it's offset from
the array. So what we want to do is make
this 360 degrees so type in 360 so it's
rotating all the way around. And there
we go, we now have like a simple DNA
strand. So that's how you can use the
simple deform modifier. So it's a very
useful modeling tool to know. And if
you'd like to download the free project
files, you can get those on my Gumroad
store and Patreon page with the links in
the description and download this
example Blender file. And some more
tutorials that I can recommend is my
Blender quick tips playlist to learn
more tips in Blender. You can also check
out my modifiers for beginners tutorial
if you'd like to learn more about
Blender's different modifiers. And you
can also check out my 3D modeling for
beginners tutorial to learn more basic
fundamentals on 3D modeling. So I hope
you found this helpful and thank you for
watching.
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