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![how to bend in 3ds max how to bend in 3ds max](https://media.moddb.com/images/articles/1/103/102527/auto/curve-part-3.png)
Let's open up the initial 01 bend modifier, then, find the angle control, and then right-click on it in order to assign a new control, which in this instance needs to be a wave form float. And if we open out the modified object branches that we have, we can also see that we now have access to both of the bend modifiers that are applied.
![how to bend in 3ds max how to bend in 3ds max](https://i.ytimg.com/vi/_nmWmusfQAg/maxresdefault.jpg)
Because we already have our foliage 001 objects selected, this automatically appears in the filtered view that we see. Meaning, we will need to open up the curve editor in order to add our controllers to the mix. If we come over to the motion tab with the tree trunk selected, though, you can see that we don't actually have access in the control interface to the bend modifiers themselves. What we want to do, then, is have our wave form controller drive these two modifiers automatically, in order to produce the kind of animation that we want. How can that create the kind of animation that we want, you may be asking? Well, if we look at the modifier stack for our tree, you can see that we already have two different bend modifiers applied, with each controlling a different angle of bend.
![how to bend in 3ds max how to bend in 3ds max](https://i.ytimg.com/vi/Fb2_mP_0wc4/maxresdefault.jpg)
What we are going to go with, in this instance, however, is making use of the wave form controller. Now there are, of course, quite a number of ways that we could create this type of animation in Max. Now, as we play the animation through, you can see that we already have some rough and ready animation applied to the leaves, but with the main trunk, our overall shape of the tree is remaining static, something that we want to be able to quickly change. So, a building, a character, a product, or whatever, simply because, what we are going to quickly animate now, is the tree, that is also in the shot. In the start scene for this particular exercise, we're working with a simple camera move that slowly pushes in on the subject matter for the shot, which, although in this instance being a robot, could actually be anything that we wanted.
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