Twist Sample

Twist Panel

Found in the Deform sub-tab of the modeling toolbox, the Twist tool combines the Axis Rotate tool with a Linear falloff. At first click, Modo sets the Linear falloff perpendicular to the pointer and autofits it to the current geometry. Dragging now creates a twisting effect.

You can precisely set the effect of the tool by right-dragging out the Linear falloff to a specific position and then dragging to affect the rotation. This creates a twisting effect down the length of the falloff as long as the rotation axis is perpendicular to the falloff widget.


Axis Rotate


Displays a specific rotational value in degrees. You can enter a specific value or adjust in the viewport. When adjusting an object interactively in the viewport, the Angle value indicates the current rotation.

Advanced Handles

When enabled, Modo displays additional information and controls in the viewport.

Slip UVs

(Only available in Component modes)

When enabled, edits applied to the geometry do not change the existing UV map. UV values are generally fixed to specific vertices; therefore, further edits to the geometry may warp, deform, or otherwise distort the UV values in undesirable ways. When this happens, you may need to adjust the map or to redo it altogether. To avoid this undesirable result, you enable Slip UVs so as to not disturb any existing UV mapping applied to the geometry.

> Slip UVs A

> Slip UVsB

Slip UVs function disabled (notice the texture warping)

Slip UVs function enabled (texture remains even)


(Only available in Component modes) Determines how Modo treats stored morphing information when applying transforms (such as the Move, Rotate, or Scale transforms) to geometry. There are three options for controlling how Modo deals with the morph map vertex data when applying any transforms.

None - Transforms selected (visible) morphs independent of their source, but does not affect unselected morph data.

Transform - Transforms morph data along with the base mesh.

Keep Positions - Converts morph data into an absolute morph map. All vertices retain their pre-transformed positions.

Note:  In previous versions of Modo, to transform a morph along with its base, you needed to select it in the Vertex Map list. If you didn't, when Modo recalled the relative morph map data, it would produce distorted, undesirable results; therefore, it was easy to accidentally spoil a model. To remedy this problem, current versions of Modo have three options to deal with the morph map vertex data.


See the Applying Snapping topic for details about this feature.

Linear Falloff

Start X/Y/Z

Defines the starting position of the falloff as a specific X,Y,Z coordinate value. This end of the line and everything beyond it receives the maximum amount of influence that attenuates toward the End position.

End X/Y/Z

Defines the end position of the falloff as a specific X,Y,Z coordinate value. This end of the line and everything beyond it receives no influence with the effect attenuating toward the Start position.

Auto Size X/Y/Z

Specifies the one axis to automatically scale the Start and End points of the falloff to match the bounding box size of the selected elements.


Inverts the Start and End points to reverse the influence of the falloff.


Indicates how to automatically mirror the influence area of the falloff.

None - The Symmetric function is disabled.

Start - Mirrors the influence of the falloff symmetrically across the Start position.

End - Mirrors the influence of the falloff symmetrically across the End position.

Shape Preset

Controls the strength of the falloff's influence along the extent by using a shape preset.

Linear - Attenuates the falloff evenly across its range.

Ease-In - Strengthens the falloff toward the start position.

Ease-Out - Strengthens the falloff toward the end position.

Smooth - Strengthens the falloff toward the center of the falloff.

Custom - Fine tunes the strength of the falloff based on the In and Out values.


Determines the strength of the falloff nearer to the start or end position.

Mix Mode

Defines how each falloff interacts with the other(s) in instances where there are multiple falloffs applied to a transform (by using Add in the Falloff menu).