From BlenderWiki
[edit] Build
Mode: Object Mode
Panel: Editing Context → Modifiers
Hotkey: F9
[edit] Description
The Build modifier causes the faces of the Object to appear, one after the other, over time. If the Material of the Mesh is a Halo Material, rather than a standard one, then the vertices of the Mesh, not the faces, appear one after another.
Faces or vertices appear in the order in which they are stored in memory. This order can be altered by selecting the Object and pressing Ctrl F out of EditMode to sort the face based on their local Z axis height.
[edit] Options
- Start
- The start frame of the building process
- Length
- The number of frames over which to build up from 0% to 100%
- Randomize
- Randomizes the order that the faces are built up
- Seed
- The random seed. Change this to get a different random (but deterministic) effect
[edit] Wave
Mode: Object Mode
Panel: Editing Context → Modifiers
Hotkey: F9
[edit] Description
The Wave effect adds a motion to the Z co-ordinate of the Object Mesh, in an undulating wave pattern.
[edit] Options
- X and Y
- The Wave effect deformation originates from the given starting point and propagates along the Mesh with circular wave fronts, or with rectilinear wave fronts, parallel to the X or Y axis. This is controlled by the two X and Y toggle buttons. If just one button is pressed fronts are linear, if both are pressed fronts are circular (Wave front type).
- Cycl
- Repeats the waves cyclically, rather than a single pulse
- Time sta
- The Frame at which the Wave begins;
- Lifetime
- The number of frames in which the effect lasts
- Damptime
- An additional number of frames in which the wave slowly dampens from the Amplitude value to zero. The Dampening occurs for all the ripples and begins in the first frame after the Lifetime is over. Ripples disappear over Damptime frames.
- Sta X and Sta Y
- The starting points of the waves, in the Mesh object's Local co-ordinates
- Speed
- The speed, in Blender units per frame, of the ripple
- Height
- The height, in Blender units, of the ripple
- Width
- The width, in Blender units, between the tops of two subsequent ripples (if Cycl is enabled). This has an indirect effect on the ripple amplitude - if the pulses are too near to each other, the wave may not reach the z=0 position, so in this case Blender actually lowers the whole wave so that the minimum is zero and, consequently, the maximum is lower than the expected amplitude. See (Wave front characteristics) below.
- Narrow
- The actual width of each pulse, the higher the value the narrower the pulse. The actual width of the area in which the single pulse is apparentis given by 4 divided by the Narrow Value. That is, if Narrow is 1 the pulse is 4 Units wide, and if Narrow is 4 the pulse is 1 Unit Wide.
[edit] Technical Details
The relationship of the above values is described here:
[edit] Hints
To obtain a nice wave effect similar to sea waves and close to a sinusoidal wave, make the distance between following ripples and the ripple width equal, that is the Width value must be equal to 2 divided by the Narrow value.
Redirects to fix
- Manual/PartXIII/DupliVerts → Manual/DupliVerts
- Manual/PartXIII/Particle Hair → Manual/Static Particles (Hair)











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