Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranî)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
in this tutorial we will learn how to
bend objects like these in blender
you might already know that we can bend
an object by using a simple deform
modifier but if you are new to blender
you might find it little difficult at
times to control this modifier and the
bend angle may not work correctly
so we'll take some suitable examples and
discuss how to use this modifier to bend
any object
let us start with a blank new file
we'll flatten this cube and then we'll
enlarge it in the x dimension so that we
can bend it
so let us change the z scale factor to
0.1
and then we'll increase the x scale
factor
maybe we can change this to 6.
now one important step
we need to ensure that the object has
enough number of subdivisions along the
direction in which we want to bend it so
go to the modifiers tab and add a
subdivision surface modifier
switch over to the simple option
and then increase the levels maybe to
four
or we can go for five for a very smooth
bending
now let us minimize this modifier and
then add one simple deform modifier
switch over to the bend option before we
discuss about anything else let us first
focus on this field called origin you
can use this modifier even without an
origin but it always helps if you use an
origin object in order to control the
direction of the bend correctly it's
very useful and we can use any kind of
object as an origin
so we'll add one empty object because it
remains hidden in the render output and
we can use any type of empty let us go
for a sphere
it is very important that this empty
must have the same location as that of
our target object
for example let's say our target object
has changed its location it has got some
displacement like this
so we need to bring the empty as well to
the same location or to the origin of
the target object
this object has a location
transformation 303
so the empty must have the same location
transformation
we are done with the location of the
empty
we'll now bend this object so select the
object and go to the modifiers tab
in the simple deform modifier in the
origin field we have to select the empty
object
here this angle determines how much we
want to bend and this axis determines
the direction of the bending
but as you can see even if we change
this bending axis we do not really get
the correct bending style that we wanted
to create
that is when we need to rotate the empty
object to get the correct result
we need to manipulate these rotation
angles suitably for the empty let us
first change this x rotation field to 90
degrees
and we can see that the object is now
correctly bent in the direction that we
really wanted you can change this
rotation angle in the positive or in the
negative direction to create an upward
or a downward bending
so the obvious question that we can ask
is how to know which angle to be changed
for the empty
actually there is a complex relation
among this rotation the local axis of
the target object and this bending
direction that we want to achieve but
instead of trying to get into all those
complexities i think the fastest way is
to use a trial and error method with
these rotation angles you just need to
change any one of them to 90 so change
the first one and check if it yields the
desired result otherwise change this to
90 degrees or you can also change this
one of them will surely work
and for each of them you need to test
with each bending axis in the modifier
section for the target object
it might sound a little hacky but even
blender officially thinks that these are
not very intuitive so the trial and
error method is actually not that bad
and you may not need to change these
angles always many times it will work
correctly without any manipulation
so we have already seen that we can
change this angle field to change the
bend amount
and if we change the bend axis here we
can get another style of bending in a
different direction
like before we can change this bend
angle here as well to bend the object
either upward or downward like this
now we will look into the next thing so
expand this section called restrictions
we have two fields called limits which
you can use in order to restrict the
bend on any one side of the object
so if you increase this lower limit you
can see that the bend effect is limited
to this side and this side remains just
flat
and instead of that if you change this
higher limit the bending will be
restricted to the other end of the
target object
you can also keyframe these limits to
animate them over time
and if you want you can also use both of
them together to create a bend profile
like this
you can change the curvature of this
band by changing this angle
let us change this to perfect 180
and here let us use point three for the
lower limit and point seven for the
higher limit
as a result we'll get this u-shaped bend
for our object
let us take one more example
we'll bend this flute which is a
cylindrical object
you'll notice that this object is not
aligned to any particular axis it is in
an inclined position since it has got
these rotation values let's see how to
bend this object in this position
just like before we'll first add one
empty
we need to move this empty to the center
or the origin point of this object so
select this object then go to the object
menu and under snap select cursor to
selected
we'll get the 3d cursor moved to this
origin point
now select the empty object and from the
object menu under snap select selection
to cursor as a result the empty will be
now located at the same origin point as
that of our target object
then select this object
go to the modifiers tab and add one
simple deform modifier
switch over to the bend tab
in the origin field we'll select the
empty
although the flute is now somewhat bent
you can see that there are abnormal
distortions at these ends so this does
not really give us the correct result
even if you change the bend axis the
distortion is still present and moreover
the bending itself is also not perfect
we have already added enough
subdivisions so that is also not an
issue
the problem is this object has got some
rotation transformations like this and
we need to copy the same to the empty
we have already copied the locations
here from the target object now these
rotations should also be copied from
this object
so take a note of these values
and then we have to change these fields
instead of manual edit you can also add
a copy location and a copy rotation
constraint to the empty to automate this
step
now let us select the flute and in the
modifier section if we select the y-axis
we'll see that the bend is now perfect
without any distortions
you can change this bend angle as you
wish
the object is now perfectly bent
and no distortions at all
so this way you can bend any object even
if it has location or rotation changes
and in the restrictions you can use the
limit values in order to give it any
kind of shape like this
so this is what we finally get
that's all for today
i hope you now find it easy to control
the bending operation in a simple deform
modifier
please let us know if you like this
tutorial thanks for watching and don't
forget to subscribe to this channel
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.