These nodes move the Vertices of connected geometry. These can be great for adding animated effects, or displacements to a mesh without changing the underlying topology and structure of the geometry.
Nodes
Deforms a mesh based on overlapping sine waves
This node bends the parent mesh.
Deforms a mesh by transforming unconnected pieces with effectors.
Deforms a mesh based on a curl noise function.
Displaces the vertices of a mesh based on an image.
Deforms a mesh based on a distortion function.
Deforms a mesh based on input face tracking data.
Deform a mesh based on an MDD file.
Provides controls for Blend Shapes / Morph Targets from the connected mesh.
Deforms a mesh using noise.
Deforms a mesh based on a simple ocean wave sim.
Deforms a mesh by allowing Particle Affectors to apply to the mesh bones.
Deforms a mesh by allowing Particle Affectors to apply to the mesh vertices.
Deforms a mesh based on its position and a set transform direction.
Deforms a Mesh by using input points as a transform source.
Deforms a mesh by snapping the positions for each vertex a set grid.
Displaces a mesh using a ripple effect.
Deforms a mesh based on a sine wave.
Deforms a mesh by iteratively smoothing the vertices.
Deforms a mesh using the waveform from an input audio source.
Deform a mesh by applying a taper deformation.
TBC
Deform a mesh using a turbulence function.
This node twists a mesh so that one section is warped relative to another side.