Freehand Panel
Use the Freehand panel to morph your mesh without needing domains, handles, or morph volumes.
Location: Tools page > HyperMorph module
Separate options exist for moving selected nodes directly, recording actions made in other panels, "sculpting" meshes with different virtual tools, and saving a morph as a shape.
Changes made on one subpanel do not affect the others, and are persistent so that you can switch freely between subpanels without losing any settings already made.
Sculpting Subpanel
Use the Sculpting subpanel to mold a mesh with a variety of virtual tools, such as creating hemispherical divots, cone-shaped projections, or molding sections with feature lines.
Areas of the mesh can be pushed or pulled to reshape it, creating either indentations or projections on the mesh.
Option | Action |
---|---|
affected elements | Select the elements you wish to be subject to the sculpting. In this way, you can preserve parts of the mesh during sculpting (by simply not picking them). |
angle = | When sculpting with the cone tool, specify the angle of the cone's taper. |
base | The base node serves
as a "handle" for the tool. The base node is moved along the
path and the tool moves relative to the base
node. Note: Available for node list, line, surface, or
mesh.
|
mesh compression |
|
move direction | Define the direction that nodes are moved when sculpted. The two options are to use a standard plane and vector selector to define a vector, or to sculpt in the mesh element's normal direction. |
offset = | Specify the offset to determine how far the tool will be offset from the path in the move direction. |
options | Opens the Morph Options panel. |
radius = | When sculpting with the ball or cylinder tool, specify the size of the tool. |
sculpting tool | Choose the basic shape
that will be used for sculpting. When sculpting with a cylinder or plane, a new (unlabeled) plane and vector selector displays under the tool label. Use this (including a base node) to define the cylinder's axis, or the plane tool itself. |
taper angle = | When sculpting with a
node list, line, surface, or mesh tool, specify a taper angle
for the tool to alter the taper of the resulting deformation.
The taper of the tool is like a shroud around the tool extending opposite of the sculpt direction, at the given angle. For instance, the taper for a point is a cone. The taper helps to smooth transitions between sculpted and non-sculpted regions. |
tool path | Choose the path along
which the tool will be moved; the center of the tool follows the
path.
|
Command Buttons
Button | Action |
---|---|
finish | Stop morphing macro recording. |
morph | Perform the morphing (move nodes). |
move + | Sculpt in the positive direction relative to the move direction input. |
move - | Sculpt in the negative direction relative to the move direction input. |
redo | Redo the last morphing action. |
redo all | Redo all recent morphing actions. |
save | Save the current shape. |
start | Begin recording a complex morph macro. |
undo | Undo the last morphing action. |
undo all | Undo all recent morphing actions. |