From here a variety of really useful effects can be applied. A few comments on the controls might be well worth the slight diversion from teh tutorial: Visible: Having the whit eline drawn around the zone is extremely useful when you hav eone magnet, but can be distracting if you ahve (say) 10 magnets at onc e(and in my earlier days I really DID have that many - and more! - magnets for the creation of a single character). Turn off the visibility of a zone before working on another zone if you find yourself getting distracted. Edit Falloff Garph: By default the "falloff graph" is set to make a magnet affect vertices at the center of the magnet zone with 100% strength, but affect vertices right at the edge of the zone by a tiny amount, of at all. This is designed to result in a nice "organic" feel and allows for smooth transition between the original shape and your new design comparatively easily. You can change the graph in very sophisitcated ways to produce different effects, by most common alternative being to affect all vertices within the zone by the same amount. Set Parent: Hopefully you'll already be familiar with the concept of parenting - put simply this allows you to "attach" the magnet zone to the component it is meant to deform, makign life easier for posing with magnets attached as opposed to creating morphs. Group: Ah! The reason we're here. We can limit the affect of a magnet by setting it's zone to only affect the group or groups that we wish to affect, instead of affcting ALL of the mesh within the sone...