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Part III: Modeling Basics



                               3. Click the FFD name in the Modifier Stack, and select the Control Points subobject from the
                                  hierarchy list. Then select all the center control points in the Left viewport, and scale the control
                                  points outward with the Select and Scale tool (R) to add some roundness to the tire.
                               4. Then select all the control points in the lower-left corner of the Front viewport, and move these
                                  points diagonally up and to the right until the tire’s edge lines up with the curb.
                           Figure 11.29 shows the tire as it strikes the hard curb.


                      FIGURE 11.29
                    This tire is being deformed via an FFD modifier.


































                           Summary

                           With the modifiers contained in the Modify panel, you can alter objects in a vast number of ways. Modifiers
                           can work with every aspect of an object, including geometric deformations, materials, and general object
                           maintenance. In this chapter, you looked at the Modifier Stack and how modifiers are applied and exam-
                           ined several useful modifier sets. These topics were covered in this chapter:
                               l  Working with the Modifier Stack to apply, reorder, and collapse modifiers
                               l  Exploring the Selection modifiers
                               l  Using the Parametric Deformer and FFD modifiers
                           Now that you have the basics covered, you’re ready to dive into the various modeling types. The first
                           modeling type on the list is splines and shapes, which is covered in the next chapter.

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