Editing the Stack

You can copy, cut, and paste modifiers within an objectÆs stack, or into the stacks of other objects. Among other features, you can give modifiers explicit names to help you remember the intended effect.

To edit the stack:

  1. Choose an item in the stack.

  2. Right-click.

    This displays the Modifier Stack Right-Click Menu, which is briefly introduced in this topic.

Rearranging and Sharing Modifiers

To rearrange modifiers:

The easiest way to move a modifier to a different location in the stack is simply to drag it there. Alternatively, you can use the following cut/copy and paste procedure.

  1. Choose one or more modifiers, right-click, and choose Copy or Cut.

  2. Choose a new location in the list, and click Paste. The paste occurs immediately above the new location.

    You can also drag the modifier to a different location in the stack.

To share modifiers with other objects:

  1. Choose one or more modifiers, right-click, and choose Copy or Cut.

  2. Select a different object or group of objects.

  3. Choose a location in the new stack, and click Paste.

    You can also drag from the modifier stack display to an object in a viewport.

Tip: Select world-space and object-space modifiers separately. Cut, Copy, and Paste are disabled if both types are selected. If you try to paste a world-space modifier into the section for object-space types, the paste occurs at the top of the world-space section. The reverse is also true.

Unique and Instanced Modifiers

By default, pasted modifiers are unique: they lose all connection with the modifier from which they were copied.

To create an instance of a modifier:

Any instance of a modifier controls all other instances. Use this feature when you want a number of objects to take on the same feature. For example, copying an instanced Bend modifier to a number of trees would make them all bend identically. Changing Bend parameters on any one tree would change all the others.

To remove the instancing from a modifier:

Using Make Unique with Multiple Items

Assume you have a group of trees all sharing the same instanced Bend modifier. If you select two of them and click Make Unique, a message asks, "Do you want to make the selected objects unique with respect to each other?"

See How Instanced Modifiers Work.

Collapsing a Stack

You can collapse all or part of a stack into a mesh that preserves the effect of the collapsed modifiers on the base object. You might choose to do this in these cases:

After you collapse an objectÆs stack, you can no longer parametrically adjust either its creation parameters or the individual modifiers affected by the collapse. Animation tracks that were assigned to such parameters also disappear.

Collapsing a stack does not affect the objectÆs transforms or world-space bindings. Collapsing a stack also has no effect if the stack contains no modifiers.

Tip: Before you use either Collapse option, use File menu > Save Selected to preserve a copy of the original parametric object.

To collapse the stack:

  1. Right-click the modifier stack display.

  2. Choose Collapse To or Collapse All.

    Collapse To: Collapses the stack, up to and including the chosen modifier, into an editable mesh. Modifiers on the stack above the chosen modifier are not affected, and you can still adjust them individually.

    Collapse All: Collapses the entire stack into an editable mesh. The stack list shows a single entry: Editable Mesh.

Note: When the base object is a geometric primitive (or other editable mesh), the result of collapsing a stack is an editable mesh. However, with other kinds of base objects, the result can be a different kind of editable object. For example, if you begin with a spline and apply only spline-editing modifiers to it, the result of collapsing the stack is an editable spline.