Behold! The Transformation Chamber

 From: Mike K4ICY (MAJIKMIKE) 4 Oct 2011  (1 of 6)
 Actually - It's another way to apply the Flow command. I've seen many examples of objects being wrapped around spheres and cylinders. But why not put something inside a cylinder (or revolved surface), and allow it to be controlled by the shape of a second revolved surface? Sure, the center line and seam area would pose problems if your objects lay in those areas, but this gives you some level of axial deformation. Build the reference cylinder revolve and target revolved surface. Make sure you follow the same direction when making the profile curve to do the revolves. Using the same curve, but with edited points helps even better. Egads!!! Michael! If I would have sent a person through that transformation, either a dead person or a monster would have appeared! ...The normal (or face direction) of the reference and target surfaces have to match. I believe (Michael) you were considering a way to choose U/V directions by proximity selection when running the command. Normal side selection may be a consideration as well. The original are the three ladders in red. IT GOES INSIDE THE STRAIGHT CYLINDER - The result ends up inside of the TARGET CYLINDER. The result I wanted is in the red one in back on the right next to the shapely target surface. The other two are industrial accidents! The garbled object on the right was inverted and shifted 90 degrees. The one in the middle bottom was turned inside out!

 From: Michael Gibson 4 Oct 2011  (2 of 6)
 4579.2 In reply to 4579.1 Hi Mike, those are some cool transformations! And yes you will want to avoid having objects touching or crossing over the center axis line of the cylinder for that since at the center line there are multiple possible solutions for the closest point to the cylinder instead of only one so that would cause bad results. But as long as your objects stay a little ways away from the center line it should be a good way to add tapering or bulging to them. > I believe (Michael) you were considering a way to choose U/V directions > by proximity selection when running the command. Yup, it will match UVs by where you click on each surface - you click on an edge near to one side of the edge or the other so there are 8 different zones to click in, and UVs are flipped or swapped as necessary to get those spots aligned. An example here: http://moi3d.com/forum/index.php?webtag=MOI&msg=4442.24 > Normal side selection may be a consideration as well. Yup, there is also a new "Flip surface normal" that's I've added to the Flow options stage which you can check or uncheck to control that part. - Michael

 From: ed (EDDYF) 4 Oct 2011  (3 of 6)
 ...If I would have sent a person through that transformation ... Yes Magic, just as I hit the Deform button in MoI, a fly landed on my monitor. Well, you know the rest of the story. Ed Attachments: