## ApplyDeformKey

### Description

Saves a pose-based deformation key. In addition to saving and selecting shape keys, you can also use pose-based deformation to create shape animations. To do this, you link one or more parameters to drive the deformation on a selected cluster, and then set deform keys for the different poses you want.
For example, you can control the blending of a shape-animated object according to the position of a sphere (its position drives the shape animation). As the sphere gets closer to a deform key associated to a certain pose (as indicated by a small sphere), the target object takes on that shape: when the sphere is between deform keys, the target object takes on a combination (interpolation) of these deform keys.
Tip: You can use an already defined shape to apply a deform key. Simply select the deform key and choose Deform > Shape > Apply Deform Key to apply it to the object for which you saved it at its current pose.

### Scripting Syntax

    oReturn = ApplyDeformKey( [InputObj] );

### Return Value

Returns the key.

### Parameters

Parameter | Type | Description
--- | --- | ---
InputObj | String | Cluster shape key to use for setting the deform Default Value: Current selection

### Examples

#### VBScript Example

    '

    ' This example demonstrates how to use the ApplyDeformKey command to

    ' apply a shape deformation previously created

    '

    NewScene , false

    ' First get the old construction mode

    iOldMode = GetValue( "Context.ConstructionMode" )

    SetValue "Context.ConstructionMode", siConstructionModePrimaryShape

    ' Create the object to deform

    CreatePrim "Sphere", "NurbsSurface"

    ' Select the points used for deformation and cluster them

    CreateCluster "sphere.pnt[(5,4),(6,4),(7,4),(0,5),(1,5),(2,5),(3,5),(4,5),(5,5),(6,5),(7,5),(0,6),(1,6),(2,6),(3,6)]"

    ' Link the deformation of the cluster with the parameter sphere.kine.local.posx

    LinkDeform "sphere.surfmsh.cls.Point", "sphere.kine.local.posx"

    ' Translate the sphere at X = -10

    Translate "sphere", -10, 0, 0, siAbsolute

    SaveDeformKey "sphere.surfmsh.cls.Point"

    SetValue "sphere.surfmsh.cls.Point.PoseDeform1.Name", "SphereNormal"

    ' Deform the sphere at X = 0 and save the deformation

    Translate "sphere", 0, 0, 0, siAbsolute

    Scale "sphere.surfmsh.cls.Point", 1, 1, 2, siAbsolute, siParent, siObj, siZ

    Scale "sphere.surfmsh.cls.Point", 2, 1, 1, siAbsolute, siParent, siObj, siX

    SaveDeformKey "sphere.surfmsh.cls.Point"

    SetValue "sphere.surfmsh.cls.Point.PoseDeform1.Name", "SphereFat"

    ' Translate the sphere at X = 10 and apply the deformation called SphereNormal

    Translate "sphere", 10, 0, 0, siAbsolute

    Refresh

    ApplyDeformKey "sphere.surfmsh.cls.Point.SphereNormal"

    ' Pop up a Deform Control window. If you left click on the slider,

    ' you will see the deformation of the sphere linked with the translation on the X axis

    InspectObj "sphere.surfmsh.cls.Point.DeformControls"

    ' Restore the original construction mode

    SetValue "Context.ConstructionMode", iOldMode

### See Also

LinkDeform SaveDeformKey