Proximity Morph

Use the Proximity tool to morph mesh using a simple distance or perturbation value around selected nodes, faces, or edges.

Move the mesh using the graphical manipulator, or by optionally mapping to target entities. Usage of this tool is analogous to the Free Morph tool, but without the need to define anchors or morph areas, making it a simpler and faster approach for applicable use cases. This approach is also great for morphing surfaces of 3d meshes where only a few element layers around the moving nodes need to be morphed.

  1. From the Morph ribbon, click the Proximity tool.

    Figure 1.
  2. Optional: On the guide bar, click to define morphing options.
  3. Select the node(s), face(s), or edge(s) to move.
  4. Review the proximity-based morph area around the moving entities (red colored mesh), and use the microdialog to adjust it as needed.

    Figure 2.
  5. Morph the mesh in the following ways:
    • Move entities freely using the Move tool.

      The position of the Move tool is set at the center of the selected entities. Selecting new entities updates the position of the Move tool.

    • Activate the Targets selector and select target geometry or mesh to map to, then use the microdialog to execute the morph and adjust available mapping options.

      Deselect targets to move nodes freely again.

  6. Optional: Use the Additional Anchors option on the guide bar to optionally select additional nodes to anchor.
    Anchored nodes will not move while morphing

Mapping Options

Use the following microdialog options when selecting target geometry with the Proximity tool.

- Projection direction
Along vector
Project along a user-defined direction using the Vector tool. After a direction is defined, press Esc to close the tool.
Normal to target
Project normal to target.
Normal to source
Project normal to nodes' mesh.
Smoothed normals
Calculate the average normal direction for all elements and then smooth them so that transitions near corners are not abrupt.
CFD normals
Use a sophisticated algorithm to smooth the normals for all the elements such that the elements will not get folded when their nodes are morphed.
For cases where your mesh contains sharp corners, the CFD corners option will produce the smoothest projections. However, it can be time consuming, and for meshes without such sharp corners, the smoothed normals option will work quickly while giving good results.
Fit to line
Fit along line through target.
- Toggle extended surface edges
Extend the edges of the surfaces or mesh in a direction perpendicular to the normal at the closest point on the surfaces or mesh. If this option is selected, the moving nodes will be projected on to an extended representation of the surfaces or mesh, enabling you to project nodes beyond the edge of the surfaces or mesh as well as within any holes. If this option is not selected, the moving nodes will be projected on to the interior or edges of the surfaces or mesh, which may end up distorting the morphed mesh.
In Figure 3, three surfaces are floating above an angled mesh. All of the nodes of the mesh are selected as moving nodes and they are projected to the surfaces in the normal to geom direction. With extend surface edges selected, the moving nodes are moved either to the surfaces or to virtual surfaces which extend perpendicular to the normal direction at the edge of the surface. Note how the nodes end up placed inside the hole in the center of the largest surface. Without extend surface edges selected, the moving nodes are moved to the nearest point of the surfaces. Note how several layers of moving nodes end up compressed at the edge of the surfaces and around the edge of the hole.

Figure 3.
Note: Available when elements or surfaces are the target entity.
- Offset
Apply an offset value to be maintained between the moving nodes and the selected targets. This value represents an absolute distance, regardless of the direction in which the nodes are moved.

A positive value for the offset will place the nodes short of the target, a negative value for the offset will place the nodes beyond the target, and an offset of zero will place the nodes on the target.

When mapping to target elements, the direction of the offset will be calculated using the element normals.

- Offset in all directions
Measure the offset from each node to the closest point on the target, regardless of projection direction.

When turned off, the offset is measured along the direction of projection of each node.