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Twist

Deform

Rotate the outline about a point, hardest at the centre.

Twist rotates every point around a centre by an angle that fades to nothing at the radius. The middle spins the full amount, the rim does not move, and everything between smears into a spiral.

Because it is a vertex deformer, the result is a real path — it stays crisp at any zoom and exports as vectors, which the equivalent pixel effect cannot do.

When to reach for it#

  • Spiral and vortex graphics built from a simple starting shape.
  • Whipping a burst of lines into a swirl.
  • A transition where a logo unwinds — keyframe Angle from 720 to 0.

How it works#

The rotation at distance r from the centre is Angle × (1 − r / Radius) raised to the power of Falloff. At the centre that is the full angle; at the radius it is zero, which is why there is no seam at the boundary.

Radius at 0 means "reach the whole layer" — it uses half the layer diagonal. That is deliberate: a Twist you have just added should visibly do something before you find the Radius slider.

Parameters#

Angleangle#

Degrees of rotation at the centre. Past about 360 the outline usually crosses itself, which is either a nice knot or a mess depending on the shape.

Radius %radius#

How far the twist reaches, as a percentage of the layer's shorter side. 0 means the whole layer. Small values with a big angle give a tight curl in the middle and leave the outside alone.

Centre X / Ycx#

Where the twist pivots, in percent of the layer box. Move it off centre and one side of the shape wraps much further than the other.

Fallofffalloff#

Shapes the fade from centre to rim. 1 is linear. Above 1 concentrates the twist near the centre and leaves the outer part almost straight; below 1 spreads it evenly and reads more like a whole-shape rotation.

Things that catch people out#

Straight edges need points to bend

The outline is resampled before twisting, but a shape made of very few long segments will still look coarse at extreme angles. Add Round Corners or Zig-Zag before Twist if you need more detail to work with.

See also#

modifiersBulge / Pinch — the radial sibling that pushes rather than turns→modifiersBend — rotation that accumulates along an axis→

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