Applying a mesh warp envelope
Mesh warping lets you apply a preset warp envelope to your PagePlus object or bitmap (below), then optionally modify a flexible grid of points and lines that you can drag to deform or distort an object and (optionally) its fill.
To apply a basic mesh warp to a selected object:
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Click the down arrow on the Warp flyout on the Attributes toolbar and choose a preset warp envelope from the displayed flyout.
The object deforms accordingly and a simple mesh outline appears around the object, with a node at each corner or around its outline.
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You can use the Mesh Warp context toolbar to:
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Disable Warp temporarily.
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Choose a different Preset Warp.
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Specify with Warp Fills whether or not the warp effect extends to the object’s gradient or bitmap fill or the bitmap’s pixels.
Once created, selecting an existing envelope will activate the Pointer Tool (for manipulating the object), When you click on a node, the context toolbar lets you modify the selected node.
To enable a warp after disabling:
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From the Warp flyout (Attributes toolbar), select Reattach Warp from the menu.
Editing the mesh envelope
The mesh outline consists of editable nodes and curves, easily reshaped using conventional line-editing techniques (moving nodes, handles, or connecting lines). You can make a mesh more complex by adding nodes as needed, and edit nodes to change the curvature of adjoining lines (all via context toolbar).
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Edit the mesh to match a particular object’s geometry—for example, curves that follow the facial contours in a bitmap image—for more precise control of the warp effect.
In the bitmap below, we’ve added several nodes along top and sides, then along two horizontal lines within the bitmap. By dragging nodes around, the mesh is deformed, allowing the underlying bitmap to distort accordingly. Warp Fills must be turned on via the context toolbar!
To select a mesh node:
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Click it. (Shift-click or drag a marquee to select multiple nodes.)
One or more control handles appear on the selected node(s) and on any adjacent nodes. The number of handles per node will vary depending on the number of adjacent nodes.
To warp the mesh:
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Drag a mesh node to move it.
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Drag a line segment to reshape it.
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Drag a node’s control handles.
With Warp Fills turned on, an underlying bitmap fill or a bitmap’s pixels responds immediately as the mesh is warped. The bendability of line segments depends on the type of nodes at either end.
To add a new node:
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Double-click on a line segment.
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Click Add Node on the Mesh Warp context toolbar.
The new node appears, along with extra nodes where the new connecting lines intersect existing lines. Adding a new node further subdivides the mesh.
Delete one or more nodes by clicking the adjacent Delete Node. If you delete a corner or edge node, the overall mesh area will decrease. To delete a specific grid line and its nodes, click to place a marker on the line, then press Delete.
Mesh nodes can be Sharp, Smooth, or Symmetric, just like line corners (see Curve context toolbar). Changing a node’s type lets you control the bendability of the curved segments on either side of the node. To determine a node’s current type, select it and check to see which Mesh Node button on the toolbar is also selected.
To change a node to a different type:
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Select it and click one of the other node buttons.
Experiment, and you’ll begin to appreciate the fine control that these settings afford!