The Bend Modifier, or: How I Learned to Stop Worrying and Just Release It

When I first built the Bend Modifier, I almost didn’t release it.

On the surface, it looked too simple, just a way to bend geometry in Blender. Behind the scenes though, it involved quite a lot of maths: arcs, tangents, limits, and all the fiddly details to make sure it behaved cleanly with tails, pivots, and arbitrary axes. Not as straightforward as some might have you believe.

I worried it might not be enough of a tool to stand on its own.

But since releasing it on Superhive (formerly Blender Market) just the other day, it’s taken off with over 200 downloads already. It turns out that sometimes the simple, focused tools are the ones people need most. Blender’s built-in Simple Deform has always been a bit awkward (one word: empties), so giving people a true modifier with a proper gizmo and real-world controls filled a gap I wasn’t sure existed until now.

The feedback has been great, from users coming over from 3ds Max who miss its bend modifier, to Blender modelers who just want a clean, UV-safe, stackable bend that doesn’t need extra objects cluttering the scene.

It’s been a reminder for me: even if a tool feels “too simple,” if it removes friction from everyday workflows, it can be valuable.

Here’s an introduction:

What’s next?

My next project is a major overhaul of Curves to Mesh. It’s just come out of testing and early feedback has been really positive. This one is a lot more complex under the hood, but I’ve learned not to underestimate the power of simple presentation paired with solid maths.

Thanks to everyone who’s tried the Bend Modifier so far, it’s been encouraging to see it bend its way into so many hearts so quickly.

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