Bend / Twist / Sine¶
The three deformers that cover the most common motion needs: curving a long shape (Bend), spiraling it around its axis (Twist), and rippling it (Sine).
Bend¶
Curves geometry along an axis.
| Parameter | Default | Effect |
|---|---|---|
| axis | Y | Which axis the bend curls around |
| angle_deg | 0 | -180 to 180; total bend angle from start to end |
| start | 0.0 | Where the bend begins (0..1 along axis) |
| end | 1.0 | Where the bend ends |
| falloff | 0.0 | 0 = no falloff, 1 = full ease at start and end |
Common uses:
- A flag pole + flag, where the pole stays straight (falloff = 0, start = 0.5).
- An arched window frame (axis = Z, angle_deg = 30, start = 0).
- A bending tree limb in a procedural scene.
Twist¶
Rotates geometry around an axis as a function of position along that axis.
| Parameter | Default | Effect |
|---|---|---|
| axis | Y | Which axis the twist runs along |
| angle_deg | 0 | Total twist from start to end |
| start | 0.0 | Where twist begins |
| end | 1.0 | Where twist ends |
| profile | linear | linear / ease_in / ease_out / sine: how twist accumulates |
Common uses:
- A ribbon banner (axis = Y, angle = 90, profile = ease_out).
- DNA-helix decoration.
- A wrung-out cloth-like shape stacked under a Bend.
Sine¶
Adds a sine wave displacement along an axis.
| Parameter | Default | Effect |
|---|---|---|
| axis | X | Which axis the wave runs along |
| amplitude | 10 | Pixels of displacement at the peak |
| wavelength | 100 | Pixels per cycle |
| phase_deg | 0 | Animatable; offset of the wave |
| direction | Y | Which axis the displacement points along |
| envelope | none | none / triangle / sin: modulate amplitude along axis |
Common uses:
- Animated flag wave (axis = X, direction = Y, animate phase).
- Rippling water surface decoration.
- Wing edge oscillation on a static butterfly skin.
Animating phase_deg over time at constant rate produces a
traveling wave. The Aurora Clock tutorial's breathing glow could
also be authored as a Sine on the glow placement's scale.
Combining Bend + Twist + Sine¶
The classic "flag in the wind" stack: Bend (small angle, animated) + Sine (high amplitude, animated phase). Stack Bend first so it shapes the flag's overall droop; Sine adds the ripple on top.
For a wing-flap, Bend (large angle, animated) is usually enough on its own. Add Sine with a low amplitude and short wavelength for a feather-ruffle effect on top.
Animating¶
Animate > Toggle Auto Key + scrub the timeline + drag any
deformer slider. The framework records a key on each frame change.
For sine animations, drag phase_deg from 0 → 360 over the
desired number of frames. The Graph Editor's tangent type should
be Linear (constant rate) for a steady wave; Auto Tangent for
a slightly springy wave.
Layering with masks¶
A flag should bend only past the pole. Combine Bend with a render part mask:
- Vertex-select the "after the pole" portion of the flag.
Mesh > Render Part Mask > From Vertex Selection.- Add the Bend deformer; it respects the mask automatically.
Performance¶
All three deformers are leaves on the GPU compute path and are ~0.1 ms per 10,000 vertices. Stacking five is still under 1 ms.
See also¶
- Deformers index: the full deformer catalog.
- Animation > Keyframes: animating the parameters above.