Hello, my name is Steven Steinbach. In these lessons, we're gonna use non-linear deformers along with the modeling toolkit to create this water pitcher. So to begin, let's look at the non-linear deformers. We'll start off with a new scene here. So with a new scene, we'll first wanna go to workspace general and reset current workspace. If you don't see your grid, we can go to show grid. Okay, so let's look at these non-linear deformers. I'm just going to create a box here for now and I'm going to give it some subdivisions. So poly cube, and I will go, and I will bring that up a little bit here. And I want to give a few more on the height. Okay, so it's gonna duplicate this a couple times by hitting control D to duplicate, and we're going to apply a deformer T each one of these. Actually, the last one's gonna be a little bit different, so we'll delete this one. Okay, so before we add these, let's just clean these up by clicking on the poly modeling shelf. And if we select all these, we can delete history, which deletes the history of construction. And then more importantly, we're going to freeze transformations. So that'll zero these out with a scale of one, one, and one. There we go. Okay, we're gonna select the first one and let's add our first deformer. So, we're gonna make sure that we are in the modeling menu. Come up to deform, non-linear bend. Okay, so when you select on here in the channel box, you'll see the input bend here. Now the curvature determines the curvature of this, and what's also interesting is you can also rotate it and it will give some variable results as well. So it'll bend side to side, and it also has the low bound, which will do that. And then if I wanted to do the high bound, it will do that. For this deformer if I take this here and set it back to the default here with a zero curvature, if I bend this and I'll hold the J key to snap and if I turn it sideways, it's gonna bend on this blue curve here. And so if it's sideways like this, and if I select that, you can see here with the curvature, it will bend it this way. So I can use this multiple times as a deformer and if I delete the construction history here, delete by type history, that gets rid of that deformer. Then I can bring this back up again, clicking on J bring that up. And then if I create that deformer again, non-linear bend, then here we are bending it this way. So when you're happy with the shape, you can delete the history and that gets rid of the deformer. Okay, so let's look at the next one. So I'm gonna select the second box here and go to deform, non-linear, and let's look at the flare. So, this has a flare on the start and end. So if I just start to bring that up, it flares here and then here. And then where it curves, you can actually bend it and curve it in interesting ways. And then if you wanted to have a high bound and low bound, that's where it actually starts on the curve. And again, if you're happy with that, you can select it and delete history. Okay, the third one, let's go to deform, non-linear and let's do a squash. And this is gonna be used for animation when we do the squash and stretch. And if you increase the factor here, you can animate that as well, and the expand controls the amount. And the fourth one, we will do a deform, non-linear, and let's look at the twist here. And for that we'll do the start angle, which is at the very bottom. So if you wanna twist it from the bottom, that's where you do that. And the end angle in this case would be the top. And this is the low bound where it begins or ends, or the high bound where it begins or ends. Okay, so we will be using these deformers to create our water pitcher. For our architectural design, we're gonna use a different deformer. And for this example, I'm going to just create a plane and move it over. And I'm gonna give it about 50 subdivisions, and I'm gonna make this a little bit bigger so we can see that. I'll just move it over here a little bit more and I'm going to freeze transformations on that as well. And let me bring it up a bit. Okay, so for this one, we will select it, go to deform, non-linear, and let's go to wave here. Now you don't see much yet until we change the amplitude, and that does that, and then the wavelength. So let's go to the 0.5, and now you can see there's multiple of that and this does the amount. So for this example, we have an amplitude of 0.05 and a wavelength of 0.4. When you're happy with that, select the mesh and delete by type history. If you don't see the shelf right here, you can also go up to edit, delete by type history. In the next lesson, we're going to look at creating an array. Thanks for watching.