Morph Panel

Use the Morph panel to morph the model and create shape entities.

Location: Tools page > HyperMorph module

Settings made on one subpanel are not lost if you switch subpanels, but may be lost if you return out of the panel.

Common buttons found in many of the Morph subpanels include undo, redo, undo all, and redo all. Use these buttons to move forward or backward through the morphs that you have applied to your model. They remain active when you leave the panel but are not saved with your model unless you select the save morphs with file checkbox in the global subpanel of the Morph Options panel. Thus you could either perform an undo all before saving your model in order to return it to the unmorphed state, or select the save morphs with file checkbox to save all of the morphs on the undo/redo list along with the file so that they can be undone when the file is reloaded. You can also clear or compress the morphs stored in the undo/redo list in the global subpanel of the Morph Options panel.

Many subpanels of the Morph panel contain a button labeled options. This button replaces the symmetry links and constraints checkboxes from earlier versions of HyperMorph. Clicking this button will take you to the Morph Options panel where you are able to adjust a large number of parameters that affect morphing.

Move Handles Subpanel

Use the Move Handles subpanel to move handles and morph a mesh.

In the morph options panel, morphing subpanel, there is an option for setting the minimum step size for interactive morphing. If the distance or angle fields are set to values other than zero the morphing will be performed in discrete steps with the given step size rather than an arbitrary value based on the position of the mouse and relative to the size of the model. For example, setting the distance to 1.0 means that all interactive translation will be performed in increments of 1.0, such as 1.0, 2.0, 11.0, and so on. For distance, the value is given in model units. For angle, the value is given in degrees.

If the morphing is too slow, change from real time to on release (morphing will occur when you release the mouse button).

If you select more than one handle before selecting morph, those handles will follow the handle that you are dragging.

If you have enabled an auto quality check, it will highlight or color code the failed elements as you are morphing interactively. Click the mouse after morphing to return to normal graphics. If you have enabled auto smoothing, smoothing will occur either in real time or on release depending on the selected setting in the Morph Options panel. If you have enabled auto remeshing and the percentage of morphed elements which fail the quality criteria is larger than the specified fail %, you will be given the option of remeshing the morphed elements. Right-click to remesh and left-click to continue without remeshing. After remeshing you have the option of rejecting the remeshing. Right-click to reject the remeshed elements and left-click to accept them.
Note: This is your only chance to reject the remeshing. Once you have accepted the remeshed elements, clicking undo will not reject the remeshing.

If you have enabled fea results, an FEA solution will be performed in real time or on release depending on the selected setting in the morph options panel.

If you have any reflective symmetries (1-plane, 2-plane, 3-plane, and cyclical) in the model, the movements of any handles attached to the domains assigned to those symmetries will automatically be reflected to all linked handles.
Option Action
movement type Choose type of movement for the selected handles.
interactive
Drag handles across the screen using the mouse.


Figure 1. Interactive Morphing (Set to Screen) using the On Plane Option
translate
Apply a perturbation to selected handles.
If you select more than one handle before clicking morph, those handles will have the same perturbation applied to them, except when using the along normal option.


Figure 2. Morphing Using Translate. A bead is created by moving the handles at the ends of the edge domain (highlighted) in the positive z direction.
rotate
Apply a rotation to selected handles.
Some areas of your model (most notably curved edges) may end up distorted or out of plane after handles are rotated. To alleviate this problem, you should undo the rotation and add handles in the areas of the model that are becoming distorted or are not rotating properly. To completely eliminate the distortion of edge domains during rotation, you can add a handle at every node of the edge domain using the handles on edge command in the edit edges subpanel of the Domains panel.
If you wish to do a simple rigid body rotation and this panel is unable to accomplish it, try using the Record subpanel in the Freehand panel. That tool allows you to morph using any panel. In this case, you would click start (in the record subpanel), go to the Rotate panel, rotate your mesh, return to the Freehand panel, record subpanel, and click finish. This will convert your rotation into a morph and can be undone, redone, and saved as part of a shape.
scale
Scale selected handles relative to a node.


Figure 3. Morphing Using Scale. A morph volume face is enlarged by 20% relative to the center of the face.
move to XYZ
Select a handle and move it to the specified XYZ coordinates.
move to node
Select a handle and move it to a position where a node is currently located.
Use this feature to move handles to lines or surfaces since HyperMesh allows you to create nodes on the fly. Instead of selecting a node, hold down the mouse button when selecting a line or surface, then click the line or surface where you want the node. The node is created and the handle moves to the new position.


Figure 4. Morphing Using Move to Node. A handle is selected (white) followed by a node (gray). The handle moves to the position of the node and the mesh morphs accordingly. The target node also moves with the mesh, to a new location.
move to point
Select a handle and move it to a position where a point is currently located.
project to line
Project selected handles to a line.
project to plane
Project selected handles to a plane.
project to surf
Project selected handles to a surface.
project to mesh
Project selected handles to a mesh.
on/along what Choose where the movement is allowed to take place, including in what directions.
manipulator (default)
Create an interactive "triad" which can be translated and rotated by clicking parts of it and dragging the mouse. The translations and rotations of the triad are then applied to the selected handles, domains, or morph volumes, thus morphing the mesh in real time.
If you choose manipulator, switch the entity selector to select handles, domains, morph volumes, morph volume edges, or morph volume faces. When you select one or more entities, a triad manipulator will appear on the screen at the center of those entities. Click and drag one of the three arrows of the manipulator to translate the entities, click and drag one of the three arcs of the manipulator to rotate the entities about the center of the manipulator, or click and drag one of the three right angles of the manipulator to move the entities in a plane. You may also select or unselect entities while the manipulator is active, changing which entities are affected by the manipulator. If no entities are selected, the manipulator will disappear.


Figure 5. Triad Manipulator. Triad manipulator and where to click on it to translate it along a vector, rotate it about an axis, or translate it in a plane.
The position of the manipulator will be set at the center of the selected entities unless an origin node has been specified, in which case the manipulator will remain at the specified node until the manipulator is moved. Selecting new entities will update the position of the manipulator unless an origin node is specified. Selecting or updating an origin node will reposition the manipulator at the new node without morphing the model. An origin node is helpful when you wish to rotate entities about a given point.
The orientation of the manipulator will be aligned with the global axes by default. You may update the orientation of the manipulator to be aligned with a local coordinate system or to a specified vector or plane by using the toggles and selectors below the manipulator selector. Reorienting the manipulator in this way will not morph the model.
When rotating the manipulator, the options constant rotation and linear rotation are available as well as the true rotation option. If constant is selected, all handles will be rotated about the axis equally relative to the manipulator. If linear is selected, all handles will be given a rotation proportional to the distance that they are from the origin of the manipulator as measured along the axis of rotation. The handle farthest from the origin of the manipulator is rotated the full amount and the others are rotated according to the ratio of their distance to the origin compared to the distance of the handle farthest from the origin. Clear the true rotation checkbox if you only wish to rotate the handles, with the mesh morphed linearly according to their new locations. When selected, true rotation rotates both the nodes and the handles with the amount of rotation for the nodes being proportional to the amount of influence of the handles over those nodes.
You may create more than one manipulator at a time by switching the toggle between single manipulator and multiple. When switched to multiple, clicking new manip will allow you to create a new manipulator by selecting another entity. The different manipulators may have different parameters and can be moved independently of one another. Moving a manipulator, clicking a manipulator, or simply moving the mouse over one of the manipulators will cause the panel to be updated to parameters for that manipulator, allowing you to change the parameters or the entities associated with them if you desire.
The manipulators can be set to be active or inactive by switching the toggle to either manip:active or manip:inactive. When active the manipulators will morph the model when moved. When inactive the manipulators will only change their own position and orientation when moved.
For manipulators, "on release" features such as the large domain solver will not be invoked until the mouse is moved out of the modeling window, enabling you to make multiple perturbations of the manipulator without delay. The exception to this rule is if auto quality checking or interactive fea are currently active, in which case the "on release" features will be invoked when you release the mouse.
domains
Create a surface out of the elements on the domains to which the selected handle is attached. This option can only be used for handles that are attached to 2D domains.
off domains
Move the handle off the neighboring domains with its position being calculated roughly perpendicular to the plane of those domains.
along xyz or along vector
Specify a direction along which the interactively selected handle will move.
Note: For cylindrical and spherical systems, select use system for nodes to move influenced nodes relative to the local system instead of following the handles.
along line, on plane, or on surface
Specify the line, plane or surface along which the interactively selected handle will move.
Note: For the on plane option you do not need to select a base point for the plane if you select use handle for base. Also for the on plane option you may change the toggle to infer from handles which will automatically determine a plane that runs roughly through the selected handles. For best results select three or more handles which lie roughly in a plane.
along normal
Select elements whose normals you wish to use. The selected handles must lie on the selected elements.
Note: All handles selected will move along normals calculated for the selected elements which they are touching and may move in different directions than other handles.
along mvol edges
Select the morph volume edges along which you wish the handles to move. You may select multiple groups of edges provided that each group connects end to end and intersects with at least one of the selected handles. HyperMorph will extend the ends of the edges approximately one morph volume length beyond the end to allow you to move handles past the end of their morph volumes.
scale
Select the scaling factors in the x, y, and z directions as well as the system used to define those directions. Use the toggle to specify the origin for scaling either by selecting a node or by using the average position of all of the selected handles. Clicking uniform allows you to update the x, y, and z scaling factors simultaneously.
along mvol edges When morphing along mvol edges, use this selector to pick the desired edges.
along vector: plane and vector selector Define or select the vector along which to morph.
Note: Available for translate, project to line, project to surf, and project to mesh morphs.
angle = When rotating handles, specify the number of degrees to rotate by.
avg for origin / origin = When morphing by scale, choose between using the average of the selected handles' coordinates for the origin or select a specific node as the origin. If using the avg for origin option you must select more than one handle to morph.
constant/linear
constant
Rotate all handles about the axis by the given angle.
linear
Give all handles a rotation proportional to the distance that they are from the base node as measured along the axis of rotation. The handle farthest from the base node is rotated the full amount and the others are rotated according to the ratio of their distance to the base node compared to the distance of the handle farthest from the base node.
Note: Available when rotating handles.
handles Select the handles you wish to move. Moving handles morphs the mesh of their dependent nodes.
line When morphing along line, use this selector to select the desired line.
node When morphing by move to node, use this selector to select the node that you wish to move the selected handle(s) to.
normal to geom Set the projection direction normal to the target geometry (line list, surfs, or elems).
Note: Available for project to line, project to surf, and project to mesh morphs.
normal to elems: all 2D elems / elems Set the projection direction normal to elements touching the handles, or normal to specific elements that you select via the elems selector.
Note: Available for project to line, project to surf, and project to mesh morphs.
on plane: plane and vector selector / infer from handles Choose how to define the plane.
on plane: plane and vector selector
Define the plane.
You do not need to specify the base node if the use handle for base checkbox is selected.
infer from handles
Automatically determine a plane that runs roughly through the selected handles. For best results select three or more handles which lie roughly in a plane.
options Open the Morph Options panel.
point When morphing by move to point, use this selector to select the geometric point that you wish to move the selected handle(s) to.
project to plane When projecting to a plane, choose a method for determining the position and orientation of the plane. Each option also requires a base node (B node collector).
x-axis, y-axis, z-axis
Refer to the default global coordinate system.
vector
Select an existing vector entity.
N1, N2, N3
Define the plane's normal vector by using two nodes (N1 and N2) or by using all three nodes via the right-hand rule. The base node is used to position the plane.
project to plane When projecting to a plane, choose a method for determining the direction to project.
normal to geom
Project the handles along the plane normal.
normal to elems
Project the handles along the normals of the elements to which the handles are attached.
N1, N2, N3
Define a vector.
Use N1 and N2 to define a vector with two points and use N1, N2, and N3 to define a vector using the right hand rule.
x-axis, y-axis, z-axis
Refer to the default global coordinate system.
real time / on release
real time
Morphing occurs while you move the handles.
on release
Morphing only occurs once you release the mouse button.
Note: Only available for interactive morphing.
rotation axis When rotating handles, use the plane and vector selector to define a vector. This vector (at the base node) is the axis of rotation, and its positive direction is determined via the right-hand rule.
surf When morphing on surface, use this selector to select the desired surface.
system = Specify a local coordinate system for the translation or scaling dimensions, otherwise the default global system is used.
Note: Available when on/along what is set to along xyz or scale.
true rotation Clear this checkbox to rotate the handles, with the mesh morphed linearly according to their new locations (left image, following). When selected, true rotation rotates both the nodes and the handles, with the amount of rotation for the nodes being proportional to the amount of influence of the handles over those nodes. (right image, following).


Figure 6.
This sequence shows the difference between normal rotation (left) and true rotation (right). Notice how true rotation causes straight edges to curve. This is because each node is being rotated about the selected axis rather than moved linearly.
x scale, y scale, z scale Specify the magnitude/distance in each axis for the scaling, in model units.
Note: Available when on/along what is sets to scale.
x value, y value, z value Specify the distance in each axis for the translation, in model units
Note: Available when on/along what is sets to move to xyz.
uniform When morphing by scale, set all of the X, Y, and Z values to the same number. A pop-up allows you to specify the desired number, and displays the average of the three existing values by default.
use all elems / elems When morphing along normal, choose the direction as the average of all involved elements' normals, or to select specific elems.
use system for nodes Move influenced nodes relative to the local system instead of following the handles.
Note: Available when on/along what is set to translate or scale.

Alter Dimensions Subpanel

Use the Alter Dimensions subpanel to morph your mesh by selecting a dimension in the model and changing its values.

There are five dimensional types that can be altered: distance, angle, radius, curvature, and arc angle.

For distance and angle, you define the dimensions by selecting domains, nodes and/or handles that will be used to alter the dimension.

For radius, curvature, and arc angle you select one or more curved edge or 2D domains whose radii or curvature you wish to change.
Note: The curvature tool scales your radius by a factor rather than a set radius. If you want to change a radius from 5.0 to 8.0, you need to set the curve ratio to 1.6. If the domains that you want to morph do not have constant curvature, the curvature tool will maintain the curvature variations while scaling the local radii.

If you have any reflective symmetries (1-plane, 2-plane, 3-plane, and cyclical) in the model, the changes applied to any domains assigned to those symmetries will automatically be reflected to all linked domains.

Figure 7 shows morphing by altering a distance using two handles. Handles a and b are selected, and the distance d between them is calculated and displays in the distance= field. By changing this value and clicking morph, the distance between the handles can be set to a new value.


Figure 7.
Figure 8 shows morphing by altering a distance using the nodes and handles option. The green circle marks end a and the blue circle marks end b. The original distance "d" is 23. Three handles are selected as followers for end a and two are selected as followers for end b (upper left picture). The distance is changed to 15 and the morph button is clicked. If hold end a is selected, the handles move in such a way such that only node b will move to make the new distance 15 (upper right picture). You can also choose hold end b (lower left picture) or hold center (lower right picture).


Figure 8.
Figure 9 shows morphing by altering an angle using the nodes and handles option. The green circle marks end a, the red circle marks end b, and the blue circle marks the angle vertex (left). The original angle "theta" is 90 degrees. One handle is selected for each end. In this case since the handles are coincident with the nodes at end a and end b, the two handles or edge domains options could have been used instead. The value in the angle window is changed to 45 degrees, the hold middle option is selected, and the morph button is clicked. The handles are moved in such a way that the new angle between the selected nodes becomes 45 degrees. Alter angle also has the hold end a and hold end b options.
Note: If the red and green nodes do not have coincident follower handles, HyperMesh iterates until the angle is either within one one-thousandth of a degree of the target or it has converged as close as possible.


Figure 9.
Radius, curvature, and arc angle allow you to select one or more edge domains (and any associated 2D domains) and adjust their radius, curvature, or arc angle. Radius and arc angle are intended to be used with domains of constant curvature. Curvature is intended to be used with domains of changing curvature or with multiple domains with different radii. Curvature will change the radius along the length of the curve by multiplying it by the given ratio. The hold options for radius and curvature determine whether the ends move towards or away from the center (hold center), tangentially (fillet), stay fixed (hold ends), or move towards one end (hold end). For the hold end option you should select all of the nodes for the held end or ends.
Figure 10 shows morphing by radius using the fillet option and the options by edges and auto-symmetry. The two edge domains are selected and both have a radius of 5. The radius is changed to 3 and the morph button is clicked. The ends of the edge move tangentially to keep the angle constant. This option is very useful for changing fillets. The radius change of the 2D domain is not as smooth as the radius change for the edge domains. To better change the radii of the 2D domain for this example the center calculation method should be switched to by normals and the 2D domain should be selected along with the two edge domains. If the result is not accurate enough, which can often be the case when the mesh is not perfectly curved, try creating a line through the center of curvature and using the by line option.
Note: For the by line option, the line will only be at the center of curvature for the first morph unless you are using the hold center option.


Figure 10.
Figure 11 shows morphing by radius using the hold ends option. The two edge domains are selected and both have a radius of 5. The radius is changed to 10 and the morph button is clicked. The ends of the edge do not move and the angle is forced to change.


Figure 11.
Figure 12 shows morphing by radius using the hold center option. The edge domain is selected which has a radius of 20. The radius is changed to 10 and the morph button is clicked. The center of the domain does not move and the radius is changed.


Figure 12.
Figure 13 shows morphing by radius using the hold end option. Two edge domains and the 2D domain are selected with the edge domains having a radius of 5. The nodes on the lower edge of the 2D domain are selected to mark the held end. The radius is changed to 3 and the morph button is clicked. The domains are altered in such a way that the radius is changed and the selected end is held.


Figure 13.
Option Action
dimensional type Choose the type of dimension that you wish to alter.
Distance
Distance between two nodes.
Angle
Angle made by two nodes and a vertex.
Radius
Radius of an edge domain and associated 2D domain.
Curvature
Curvature of an edge domain and associated 2D domain.
Arc Angle
Length of an edge domain and associated 2D domains about an axis, as determined by degrees.
For example, a semi-circular curved surface would have an arc angle of 180 degrees; changing it to 90 degrees would make the surface encompass only a quarter-circle instead of a half-circle.
For example, a semi-circular curved surface would have an arc angle of 180 degrees; changing it to 90 degrees would make the surface encompass only a quarter-circle instead of a half-circle.
entities to use Choose the type of entities to use.
two handles
One handle will be end a and the other will be end b. Once selected, the distance between them displays in the distance = field.
When morphing by angle, this option also requires you to select a vertex to define the angle (in conjunction with end a and end b).
edge domain
The handles at the ends of the selected edge domain will be used for end a and end b and moved toward or away from each other to change the distance between them.
nodes and handles
End a and end b may be located at nodes other than where handles are and that "follower" handles for each end will be moved as groups towards or away from each other to change the distance between the two nodes.
When morphing by angle, this option instead requires you to select a node a, node b, and vertex to define the angle, as well as select followers: end a and followers: end b.
add to current When morphing by radius or arc angle, add the value of radius = or arc angle = to the existing radius or arc instead of replacing it.
along: a to b / N1 N2 / x-axis / y-axis / z-axis Choose the direction of the movement.
a to b
Move along the vector from end a to end b.
N1 N2
Move along a vector defined by the pair of node collectors that display when this option is chosen.
x-axis, y-axis, z-axis
Move along the specified axis of the default global coordinate system.
center calculation Choose a method of center calculation.
by normals
Use the normal vectors for the elements on 2D domains and the selected edge domains to interpolate the center of curvature for each node.
This method can be imprecise due the fact that element normals don't always point exactly towards the center of curvature.
by axis
Select an axis to be the center of curvature for the selected domains.
by line
Select a line to be the center of curvature for the selected domains, then choose project normal or project direct from the toggle. This toggle determines the direction which the nodes will be projected towards the line when determining the center for each node.
by node
Select a node to be the center of curvature for the selected domains.
by edges
Use the plane of the edge domains and curvature from node to node to calculate the center. Also, you have the option of letting HyperMorph automatically create a symmetry on 2D domains for which two edge domains have been selected, which generally makes the dimension alteration smoother across the 2D domains if the mesh is regular.
Note: Only available for edge domains.
Note: Available when morphing by radius, curve ratio, or arc angle.
edge domain: domain Morph by distance along an edge domain.
edge and 2D: domains Select one or more edge and 2D domains. For every 2D domain you must select at least one edge domain which touches it. The average radius of the selected domains automatically appears in the radius = input.
Note: Available when morphing by radius, curve ratio, or arc angle.
end a: Specify one end of the relevant distance. Depending on the setting of the entities to use switch, this will require you to select a handle, node, or node a.
Note: Available when morphing by distance or angle.
end b: Specify one end of the relevant distance or angle. Depending on the setting of the entities to use switch, this will require you to select a handle or node b.
Note: Available when morphing by distance and two handles or nodes and handles, or by angle and nodes and handles.
followers (end a): handles The selected follower handles will move as end a moves.
Note: Available when morphing by distance with nodes and handles.
followers (end b): handles The selected follower handles will move as end b moves.
Note: Available when morphing by distance with nodes and handles.
force edges circular Force the selected edge domains to be circular after morphing.
Note: Available when morphing by radius, curve ratio, or arc angle.
force edges flat Project the nodes of selected edge domains to a plane prior to morphing.
Note: Available when morphing by radius, curve ratio, or arc angle.
hold center / fillet / hold ends / hold end Choose how the center of the radius is treated with respect to movement during the morph.
hold center
Keep the center in place, moving both ends of the radial curve equally.
fillet
Change the radius and move the center as necessary to keep the radial curve tangent to its surrounding mesh.
hold ends
Keep both ends of the radial curve in place, effectively moving its center. This means that as the radius increases, the curve between the ends becomes flatter.
hold end
Select the node at one end of the curve that you wish to keep steady. The other end of the curve and the center will move when morphed.
Note: Available when morphing by radius, curve ratio, or arc angle.
hold end a / hold end b / hold middle Choose which portion of the line between the selected ends remains fixed, and therefore determines which of the two ends moves.
interactive Perform the morph in real-time by clicking and dragging handles with the mouse. When inactive, morphing only occurs when you click morph.
  • If you are not in interactive mode, the follower handles move in such a way that the distance or angle between end a and end b becomes the distance that you set in the distance= or angle = field.
  • If you are in interactive mode, click and drag the desired handle to change the distance or angle. The current distance/angle displays in the header bar as you morph.
  • You cannot drag a handle in interactive mode if that handle has been designated as a "held" end. For example, you cannot drag the end a handle if you chose to hold end a.
normal to: abv plane / N1 N2 / x-axis / y-axis / z-axis Choose the orientation of the angle normal to an existing entity or direction.
avb
Use the plane formed by end a, end b, and the vertex node.
N1 N2
Use the plane normal to any two other nodes which you select.
x-axis, y-axis, z-axis
Use any of the global axes (x, y, or z) to morph in a plane that is normal to that axis.
Note: Available when morphing by angle.
options Open the morph options panel.
preview only Preview the morph without actually changing the mesh.
Note: Available when morphing by radius, curve ratio, or arc angle.

Set Biasing Subpanel

Use the Set Biasing subpanel to change the biasing factors associated with each handle. You must click update to apply bias changes to the handles, unless you update them interactively.

Clicking screen edit will display edit windows for the bias factors if they are not displayed or hide the edit windows for the bias factors if they are displayed.

The initial bias factor for all handles is 1 except for dependent handles automatically generated at the ends of 1D domains which are given a bias factor of 3. Higher bias values will increase the influence that handle has over nearby nodes. Lower bias values decrease the influence. Bias values of 1 give linear results that result in morphs with sharp angles at the handle locations.

For exponential biasing a bias value of 2 will result in morphs with a gentle curvature through the handle locations. Using bias factors of 1 at the corners of a model and 2 everywhere else will generally give a smoothly morphed model.

For sinusoidal biasing a bias value of 2.0 for a handle at one end of an edge domain and 0.5 for a handle at the other end will give a perfect circular or elliptical curve for the domain. For values of 3.0 and higher the influences will obey a sine-cosine curve with a frequency equal to one-half cycle plus one for each full step above 3.0 (that is 4.0 gives a frequency of one and one half cycles, 5.0 gives two and a half, and so on). Values between 2.0 and 3.0, or 3.0 and 4.0, or 4.0 and 5.0, and so on, blend the influences of a full sine-cosine curve at the higher value with that of a linear curve. In other words, a bias factor of 4.7 will give influences that are 70% of what they would be for a biasing factor of 5.0 and 30% of what they would be if they were linear.

Figure 14 shows how exponential bias factors affect morphing. The model is a flat plate where the mid-edge handle has been perturbed out of plane. The picture at the top left shows the morph with the bias values for all the handles set to the default of 1. The picture at the top right shows the same morph with the bias value for the mid-edge handle set to 2 and the bias values for all the other handles set to 1. The picture at the lower left shows the same morph with the bias values for all the handles set to 2. The picture at the lower right shows the same morph with the bias value for the mid-edge handle set to 0.5. The bias values for all the other handles set to 1.


Figure 14.
Figure 15 shows how sinusoidal bias factors affect morphing. The model is a flat plate where a corner handle has been perturbed out of plane. The picture at the top left shows the morph with the bias values for all the handles set to the default of 1.
Note: For both sinusoidal and exponential biasing, having biasing factors of 1 for the handles gives the same linear influences.
The top-right picture shows the same morph with the bias value for the perturbed handle set to 2 and the bias value for all the other handles set to 0.5; the result is a perfect ellipse. The lower left picture shows the same morph with the bias values for all the handles set to 3; the result is a perfect sine-cosine curve for one-half cycle. The lower right picture shows the same morph with the bias value for the all the handles set to 4.0; the result is a perfect sine-cosine curve for one and a half cycles. If all of the handles are set to bias values of 3.5, the result would look half way in between the pictures shown at the top left and lower right.


Figure 15.
Option Action
bias =
type in
Change the bias value and click update.
screen edit
Click screen edit to display numbers over each selected handle. Click a number, hold the mouse button down, and drag the cursor up and down to change the values. Click update.
interactive
Click the desired handle, hold the mouse button down, and drag the mouse to adjust the biasing.
biasing style: exponential / sinusoidal Set the biasing style to apply.
handles Select the handles for which you wish to apply biasing.
make retroactive Adjust the morphs currently applied to the model to reflect the new biasing factors.
options Open the morph options panel.

Set Constraints Subpanel

Use the Set Constraints subpanel to constrain the movement of nodes during morphing.
Option Action
(constraint type switch) Choose the type of constraint to apply.
fixed nodes
Do not move nodes during morphing.
cluster nodes
Move nodes as one during morphing.
along vector
Select a vector using a plane and vector selector. Constrained nodes will only move along this vector.
along line
Select a line from the model geometry. Constrained nodes will only move along this line.
on plane
Select a plane using a plane and vector selector. Constrained nodes will only move along the surface of this plane.
on surface
Select a surface from the model geometry. Constrained nodes will only move along this surface, they will not leave it.
on elements
Select one or more elements in the model. Constrained nodes will only move along the given mesh.
color Select a color in which to draw the constraint.
name = Specify a name for the constraint entity.
nodes Select the nodes to be constrained.
stretch mesh around nodes
Stretched the mesh near the constrained nodes proportionally to their distance from the nodes, in order to create a smoother resulting mesh. Clear this checkbox to not stretch the mesh.


Figure 16. No Mesh Stretching


Figure 17. Mesh Stretching Enabled

Save Shapes Subpanel

Use the Save Shape subpanel to save a current morph as a shape entity. This feature is a limited version of the Save As Shape subpanel located in the Shapes panel.
Option Action
as handle perturbations / as node perturbations Shapes saved as handle perturbations take up less space and can change if the domains and handles for the model are changed. If you edit the domains and handles in a model that has saved shapes or morphs on the undo/redo list, you will be given the option to preserve those shapes as node perturbations. If you click yes, the shapes will retain their original form. If you click no, the shapes will be unchanged internally, but may be appear different due to changes in the influences of the perturbed handles.
color Select a color for the current shape.
global system / syst Shapes must reference a coordinate system which affects both how the shape is applied and how it is written to a data file. When a shape is applied to the model the shape's perturbations are converted into the system's coordinates, scaled, and then converted back into the global system. This allows a shape which references a cylindrical or spherical coordinate system to rotate through an angle when scaled rather than move linearly when applied. Also, when a shape which references a local coordinate system is written to a data file the perturbations will be converted into local coordinates and the shape will reference the local coordinate system.
name = Specify a name for a new shape, or click the button twice to select an existing shape.

Apply Shapes Subpanel

Use the Apply Shapes subpanel to apply saved shapes to the current model.
Option Action
multiplier = When applying the shapes by factor, the value in the multiplier = field determines the intensity of the shape-based morph. This is a simple multiplier, so 1.0 is the same size as the input shape, while 2.0 is twice as large, and so on.
shapes Use this entity selector to select the desired shapes.

Morph Surfaces Subpanel

Use the Morph Surfaces subpanel to morph the surfaces in the model to adhere to any morphing of mesh nodes that were previously associated with them.

Surface morphing will only morph surfaces that have nodes associated with them and whose associated nodes have been morphed. There are several ways that result in a node being associated with a surface. When you automesh a surface, the nodes for the elements are automatically associated with the surface. Also, you can use the node edit panel to associate nodes to surfaces.
Note: After morphing nodes, the morphed nodes will no longer be associated with their surfaces, but HyperMorph will save (and accumulate) the associations so that the surfaces can be morphed at a later time.

There are no inputs on this subpanel; all surfaces are morphed when you click morph surfaces. If the results are unsatisfactory, you may reject them.

Command Buttons

Button Action
animate Automatically generate and load a "results" file based on the selected shapes, which you can then view with any HyperMesh post processing feature.
apply Apply the selected shapes when on the apply shapes subpanel.
constrain Set the chosen type of constraint on the selected nodes.
morph Perform the morphing operation based on all available input.
morph surfs Morph the surfaces in the model to adhere to any morphing of mesh nodes that were previously associated with them.
redo Redo the last "undone" operation.
redo all Redo all "undone" operations.
reject Undo the creation of an entity, such as a constraint or shape.
return Exit the panel.
save Save the shape.
undo Undo the most recent morphing action (movement of nodes, but not creation of entities such as constraints).
undo all Undo all recent morphing actions (movement of nodes, but not creation of entities such as constraints).
update Update the biasing factor or method for the selected domains.