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Original subtitles

hi everyone my name is mj and in this

video i'll show you all 54 blender

modifiers in just 10 minutes you need to

understand though that these are not

full tutorials because it would take a

lot more than 11.1 seconds per modifier

to explain all of them in detail this is

just a short video to show you the

immense capabilities of blender

modifiers

so for those of you just starting out

with blender what exactly are modifiers

modifiers are automatic operations that

affect an object's geometry in a

non-destructive way this means that you

can perform many modeling operations

automatically without changing the base

geometry of your object

and one last thing before we start if

you find this video entertaining a like

and a sub would be highly appreciated

let's begin with generate modifiers

the array modifier creates an array of

copies of the base object with each copy

being offset from the previous one in

any of several possible ways the bevel

modifier bevels the edge of the mesh

it's applied to with some control over

how and where the bevel is applied to

the mesh the boolean modifier combines

two separate objects using one of three

available boolean operations

union

intersection and difference

the build modifier causes the faces of

the mesh object to appear or disappear

one after the other over time the

decimate modifier allows you to reduce

the number of faces of an object but

keeping the same shape as much as

possible the edge split modifier

duplicates some or all edges within a

mesh breaking links between faces around

those split edges when applied you'll be

able to separate the faces from each

other the geometry nodes modifier

applies a node group which defines

object's geometry this is so called

procedural modeling you use this

geometry node tree to edit the mesh

let's just say the possibilities are

endless

the mask modifier allows vertices of an

object to be hidden dynamically based on

vertex groups the mirror modifier

mirrors the mesh along its local x y or

z axis across the object origin the

subdivision surface modifier splits the

faces of the mesh into smaller faces

enabling you to create complex smooth

surfaces while modeling simple low

vertex meshes higher level of

subdivision here means smoother and more

subdivided mesh the multi-resolution

modifier gives you the ability to

subdivide a mesh similarly to the

subdivision surface modifier but also

allows you to edit the new subdivision

levels in sculpt mode the remesh

modifier is a tool for generating new

mesh topology that contains only quads

you can choose the face size as well as

four different remesh modes the screw

modifier takes a profile object mesh or

a curve to create a helix-like shape

here we have a big list of options to

control the shape the angle degrees

number of offset of single revolution

number of revolutions and many more the

skin modifier uses vertices and edges to

create quad tubes

in edit mode you control the thickness

of every individual vertex with control

a which is the hotkey for the skin

resize operation it's mostly used in

combination with the subdivision surface

modifier to generate base mesh for

sculpting the solidify modifier takes

the surface of any mesh and simply adds

thickness to it the triangulate modifier

converts all faces in a mesh so quads

and n-guns to triangular faces the mesh

to volume modifier allows you to create

a mesh out of an existing volume object

just by selecting it from a list or with

the eye drop tool the weld modifier

looks for groups of vertices within a

maximum distance between each other and

merges them very useful when some

vertices are so close together that they

prevent other modifiers to work properly

like the bevel modifier in this case the

wireframe modifier transforms the mesh

into a wireframe by turning edges into

four sided tubes now let's continue with

the four modifiers the armature modifier

is used for building skeletal systems

for animating the poses of characters or

anything else which needs to be posed

the cast modifier shifts the shape of a

mesh object towards any of the few

predefined shapes that can be spheres

cylinders or cuboids curve modifier

provides a simple method of deforming a

mesh along a curved object the displaced

modifier moves vertices in a mesh based

on the intensity of a texture select

your texture and tweak settings to your

likings the hook modifier is used to

deform a mesh using another object

usually an empty as the hook moves it

pulls vertices from the geometry with it

the laplacian deform modifier allows you

to deform a mesh with the use of a set

of anchor vertices when you move these

hooks the modifier keeps the rest of the

anchor vertices in fixed positions and

calculates the optimal locations of all

the remaining vertices to preserve the

original geometric detail the lattice

modifier deforms the base object this

one here according to the shape of a

lattice object after you scale and

reposition the lattice change its

resolution here and then add the lattice

modifier now you can deform the lattice

and the original mesh gets deformed too

the mesh deform modifier just like the

lattice modifier deforms the base object

but instead of a lattice it uses an

arbitrary mesh to act as a deformation

cage the shrink wrap modifier allows an

object to shrink or project to the

surface of another target object it

moves each vertex to the closest

position of the surface of the target

object very useful for dressing

characters or wrapping your model in

foil to avoid overlapping you set the

offset here the simple deform modifier

applies one of the four simple

deformations to your object these

deformations are twist

bend

taper and stretch

the smooth modifier smooths the mesh by

flattening the angles between adjacent

faces in it unlike subdivision surface

modifier it smooths the mesh without

increasing the number of vertices the

smooth corrective modifier is used to

reduce highly distorted areas of a mesh

like these overlapping faces in this

case notice that it does nothing if

there are no heavy deformations the

smooth laplacian modifier is another

smooth modifier that you control with

the number of repeat operations and

these lambda values that control the

degree of the effect on faces

and on holes separately the surface

deform modifier allows an arbitrary mesh

surface to control the deformation of

another mesh essentially transferring

its motion and deformation the warp

modifier deforms part of a mesh by using

two empties the object from point

designates a point in space that is

pulled towards the object 2 point you

can control the falloff type and the

radius of the falloff the wave modifier

adds a ripple-like motion to an object

geometry you also get to control a bunch

of options like type of motion height

width

narrowness start point and more next we

got physics modifiers most of these can

be added through the physics properties

panel and that's where you find the

options to manipulate them the cloth

modifier applied to a mesh simply

creates a fabric or cloth simulation

the collision modifier provides

interaction between different physics

simulations in this case the cylinder

has the collision modifier applied in

order to correctly interact with the

cloth the dynamic pain modifier has two

types brush and canvas the brush objects

alt as the canvas object depending on

what kind of canvas surface type you

choose waves for example make waves on

the canvas

the explode modifier is used to alter

the mass geometry by moving and rotating

its faces making it look as if the mesh

is being exploded the fluid modifier is

a container for you've guessed it fluid

physics simulation

the ocean modifier is a tool to simulate

and generate a deforming ocean surface

you get a bunch of options here like the

number of arrays on both axes

size

random seed spectrum and more particle

system modifier simply adds a particle

system you can have an emitter particle

system for something like the explosion

i showed you before or hair particle

system for creating hair or fur when a

particle instance modifier is added to

an object the mesh of this object will

be duplicated at the location of the

particles of the selected particle

system let's hide the icosphere to get a

better look and scale the machine edited

mode to see the particles changing as

well

the softbody modifier is a container for

a soft body physics simulation with it

you create well soft jello objects

and last but not least

modify modifiers

the data transfer modifier transfers

different types of data from one mesh to

another most used are face normals in

this example weird shading caused by

messed up geometry gets corrected by

transferring phase normal data from a

proper cylinder placed in the same

location

the mesh cache modifier main use is for

animation after you create an animation

you can export it to an mdd or pc2 file

and then later import it through the

mesh cache modifier that gives you

additional control over the animation

like influence or timer mapping the mesh

sequence cache modifier does the same

thing as mesh cache modifier but with

alembic files which are computer graphic

file formats developed by sonic pictures

the normal edit modifier affects face

normals it makes them all point in the

direction of an object you choose as the

target

weighted normal modifier changes the

default normals of a mesh it's mostly

used to make sharp corners geometry

appear beveled and smoother without

adding additional geometry the uv warp

modifier transforms an object's uv map

based on values

or another object and empty in this case

its purpose is to give you direct

control over the object's uv in the 3d

viewport the uv project modifier is very

similar and allows you to control the uv

map with an object also an empty in this

case that acts like a slide projector it

emits a uv map and projects it to the

object as the light hits it next three

deal with vertex weights the first one

vertex weight modifier allows you to

alter the vertex fade you painted or the

ones that you haven't painted with the

use of these simple sliders vertex

weight mix modifier mixes a second

vertex group or a simple value in this

case into the affected vertex group

using all these different operations you

select from a list

vertex weight proximity modifier allows

you to control the vertex weights with

the proximity of an object in this case

an empty and also allows you to tweak

other parameters directly from the

modifier's properties panel

and that's it that's all 54 blender

modifiers

i can go to sleep now thank you so much

for watching and please hit that like

button and subscribe to the channel if

you haven't already that will really

help me a lot so thanks again and i'll

see you in the next one goodbye

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