3ds max Modeling Deforming an object with a modifier And let’s just do this with snaps turned on, enable 3D snaps and just double-click if you want to, right-click and see if grid points are enabled, and they are. Alright, and in the top view, I’ll get in closer, Control + Alt and middle mouse, and I want to move that 40 units in Y, and as I move it, I can monitor the values down here, so I can see how much I’ve moved it. So, just keep dragging that, and you can see that we might get a little bit of an issue here if we go beyond the domain of our viewport, but that’s okay, we’re still holding down the left mouse, I can simultaneously hold down the middle mouse and drag my view, and then just keep pushing onward. And now I can see, at the bottom of the screen there, that I’ve offset that gizmo by 40 centimeters. I can release the left mouse button.
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3ds max Modeling Deforming an object with a modifier And we can see that we’ve got this wireframe indicating the gizmo, or the effect itself. And finally, I don’t want the taper to be uniform across the entire object. I want the base, over here, that’s resting on the ground, to not be tapered, and I can do that by enabling limit effect. We have an upper limit and a lower limit. The upper limit I can leave at zero, but decrease the lower limit here, drag that, and we can see that there’s a indicator here, there’s a wireframe that’s showing us where that limit is. I’ll set the lower limit to negative 50 centimeters. And now, we’ve constrained the taper effects to just part of the object. And that’s a basic introduction to how the parametric deformers work. With that taper applied, we can exit out of sub-object mode just by clicking the taper modifier again, and that’s how to apply a parametric deformer.