Select an object. > Modify panel > Modifiers List > Object-Space Modifiers > PatchDeform
Select an object. > Modifiers menu > Animation Modifiers > Patch Deform
The PatchDeform modifier deforms an object based on the contours of a patch object. This modifier works similarly to the PathDeform modifier, but uses a quad-based patch object instead of a spline shape or NURBS curve path.
To use the PatchDeform modifier, apply it to the object you want to deform, click the Pick Patch button, and then select a patch object. Deform the object by manipulating the patch object or adjusting the various controls in the Patch Deform panel.
Not all objects can be used with PatchDeform. Objects that are valid PatchDeform targets include: Plane, Cylinder, Cone and Torus.
This modifier is also similar to the SurfDeform modifier, except that it uses a patch surface instead of a NURBS Point or CV surface.
There's also a world-space version of the PatchDeform modifier. See PatchDeform (WSM). Generally, the PatchDeform object-space modifier leaves the object in place while moving the patch to the object, while the PatchDeform world-space modifier leaves the patch in place while moving the object to the patch. Also, the WSM version has a Move to Patch button, while the object-space version does not.
Gizmo—At this sub-object level, you can transform the gizmo like any other object, altering the effect of the modifier. The PatchDeform gizmo is a representation of the deforming patch object, so transforming it determines which part of the patch affects the modified object.
Provides controls that let you pick the patch and adjust the object's position and deformation along the gizmo copy of the patch.
Patch—Displays the name of the selected patch object.
Pick Patch—Click this button, and then select the patch object you want to use for the deformation. A gizmo is created for the object that matches the patch. Once you assign the patch gizmo, you can adjust the deformation using the remaining controls in this rollout.
Note: Patch Deform can be used only with a rectangular quad patch form. The software makes no distinction between quad-style patches and certain primitive meshes. Examples of suitable patches are the primitive quad patch object, the primitive cylinder, and the primitive torus. (The cylinder actually has tri-patches at each end, but since they are at the end of the list of patches, PatchDeform just ignores these extra faces.)
U Percent—Moves the object along the U (horizontal) axis of the gizmo patch, based on a percentage of the U distance. This spinner defaults to a setting of 50 percent, which places the object at the center of the gizmo patch. A setting of 0 percent places the object at the left edge of the gizmo patch, as seen from the viewport where the patch was created.
U Stretch—Scales the object along the U (horizontal) axis of the gizmo patch.
V Percent—Moves the object along the V (vertical) axis of the gizmo patch, based on a percentage of the V distance. A setting of 0 percent places the object at the bottom of the gizmo patch.
V Stretch—Scales the object along the V (vertical) axis of the gizmo patch.
Rotation—Rotates the modified object with respect to the gizmo patch.