The way you structured all this knowledge is brilliant. I now know where, how and fully understand the structure of the rig as well as how it effects other things. You're an absolute natural. Brilliant stuff! Thank you so much for sharing.
At some point though, using the mesh modifier may be easier because of how it binds. But it also requires a bit more planning in advance since the binding must occur before any deformation caused by the rig. (So there are trade-offs in the decision to use the lattice or mesh modifier as part of a rig.)
Agreed, I'll be exploring mesh deforms as well in a future video. I find Lattices are a bit more stable when it comes to 180 degree rotation, but mesh deforms are great for having a custom shape and the ability to have normalized weight painting.
Absolutely awesome, very clear and well illustrated. Helped me nail down some issues I was having with a rig I'm working on. Really looking forward to more lattice rigging tutes. Seems like blender has a ways to go with this deformer - powerful, but implementation wise. Softimage and Maya seemed to have stronger wire deformer and lattice support. Both those packages are in my rear-view now - Blender all the way ;)
Right on! Glad it helped with one of your rigs! Yeah, the Maya implantation is amazing, I've been playing around with both to how I might match a Maya workflow.
Bendy bone bends a mesh itself you don't need to have a lattice for this. Moreover, weight painting on lattice doesn't seem to be working. Try to parent a regular bone to vertex group on lattice, it will affect the whole vertex group regardless of points with different weights!
Greetings, I haven't watched this video yet, but I recently modeled a spoon and had problems adding multiple lattices. Have you encountered this or am I doing something wrong. I was using my lattices to shape the bowl of the spoon and the bend and neck in the handle.
Sounds like your either running into double transformation, or two lattices pushing parts of the model you don't want them to influence. Try adding a vertex group to the mesh the isolates the lattice to an area. Or, like this video shoes, add a second rig for the lattice.
How do you export these animations? When I animate my lattice, and then apply, the animation is not staying on the mesh itself. I have tried to export both the mesh and the deformer as an FBX, as an Alembic, etc., but I am not seeing anywhere how to keep the animations on the mesh or how to export it into a game engine.
Try Alembic again, but make sure the mesh is selected, and try to only export the mesh. It should maintain the vertex animation. Another option is to convert the animation to shape keys, although this is not an easy process with the current tooling.
Hej Level Pixel Level. Do you know of away of using both the lattice and driver to avoid mesh self collision for retargeted animation? The blender physics collider is limited in this area and it looks like there might be a solution using some of the technique you are teaching. Hope you can help me with problem?
Hmm I'm actually not sure, I have not worked with the physics collider for a while. I'm sure you could build something like this, but you'll need to cache out the work you're doing to ensure you can see the final animation.
Anybody know if the lattice modifier will keep its integrity when imported into unity? Some features are not supported once imported into third part engines, ie bendy bones..
Hey, as far as I know this will not transfer to game engines. But you can apply all of the lattice modifiers as shape keys and this should transfer to a game engine.
This is possible, yes, but it takes a bit more planning to ensure the eyes always rotate correctly. It can get a bit weird rotating the eyes and keeping them pointing in the same location once they are stretching.
Good question, and something I will try to answer in another video. The mouth controls will still work, but you are right the controllers are left behind. You can try the viewport display on the individual bone to fix this, but sometimes this can lead to a dependency. I'll see if I can create another video dealing with this.
@@LevelPixelLevel Did you ever get around to figuring this out? Is it even possible with current blender rigging, or do we need to wait for them to come out with rigging nodes (or use the rig nodes addon)?
Maked sure your vertex group name matches the name on your bones on your rig. Make sure your lattice has the armature modifier and also make sure the deform option is turned on for your bones. Then checkcput my example files as well.
It is coming :) over time it will grow. I've been playing around a lot in 3Ds Max and Maya recently to understand how these workflows might transfer over.
God, that's good. I'm an animator, so this is all extra juicy stuff for me. Your tutorials are really great. And inspiring. Thank you!
The way you structured all this knowledge is brilliant. I now know where, how and fully understand the structure of the rig as well as how it effects other things. You're an absolute natural. Brilliant stuff! Thank you so much for sharing.
18:23 - Marvelous! Awesome video! Thanks for sharing.
Thank you! Glad you liked it!
thanks, now I understand them so much better
Very nice! Wouldn't have thought of splitting the rig in two like that..
At some point though, using the mesh modifier may be easier because of how it binds. But it also requires a bit more planning in advance since the binding must occur before any deformation caused by the rig. (So there are trade-offs in the decision to use the lattice or mesh modifier as part of a rig.)
Agreed, I'll be exploring mesh deforms as well in a future video. I find Lattices are a bit more stable when it comes to 180 degree rotation, but mesh deforms are great for having a custom shape and the ability to have normalized weight painting.
Really amazing tutorials. You explain everything super clearly! Thank you
Absolutely awesome, very clear and well illustrated. Helped me nail down some issues I was having with a rig I'm working on. Really looking forward to more lattice rigging tutes. Seems like blender has a ways to go with this deformer - powerful, but implementation wise. Softimage and Maya seemed to have stronger wire deformer and lattice support. Both those packages are in my rear-view now - Blender all the way ;)
Right on! Glad it helped with one of your rigs! Yeah, the Maya implantation is amazing, I've been playing around with both to how I might match a Maya workflow.
Great channel . THANK YOU MAN FOR Explain what i considered dark side of Blender
Glad you liked it!
This channel is pure gold 🤩
This videos are gold!
Bendy bone bends a mesh itself you don't need to have a lattice for this. Moreover, weight painting on lattice doesn't seem to be working. Try to parent a regular bone to vertex group on lattice, it will affect the whole vertex group regardless of points with different weights!
Greetings, I haven't watched this video yet, but I recently modeled a spoon and had problems adding multiple lattices. Have you encountered this or am I doing something wrong. I was using my lattices to shape the bowl of the spoon and the bend and neck in the handle.
Sounds like your either running into double transformation, or two lattices pushing parts of the model you don't want them to influence. Try adding a vertex group to the mesh the isolates the lattice to an area. Or, like this video shoes, add a second rig for the lattice.
Exactly the information I was looking for. Thank you
that was very useful, thank you.
How do you export these animations? When I animate my lattice, and then apply, the animation is not staying on the mesh itself. I have tried to export both the mesh and the deformer as an FBX, as an Alembic, etc., but I am not seeing anywhere how to keep the animations on the mesh or how to export it into a game engine.
Try Alembic again, but make sure the mesh is selected, and try to only export the mesh. It should maintain the vertex animation.
Another option is to convert the animation to shape keys, although this is not an easy process with the current tooling.
Hej Level Pixel Level. Do you know of away of using both the lattice and driver to avoid mesh self collision for retargeted animation? The blender physics collider is limited in this area and it looks like there might be a solution using some of the technique you are teaching. Hope you can help me with problem?
Hmm I'm actually not sure, I have not worked with the physics collider for a while. I'm sure you could build something like this, but you'll need to cache out the work you're doing to ensure you can see the final animation.
Can you add a jiggle the it as well? Since this goes for a springy type effect, shouldn't there be some pull back?
Yeah, this can be added for sure, but I'd probably constrain this to a cloth object first as it is a bit easier to use.
Anybody know if the lattice modifier will keep its integrity when imported into unity? Some features are not supported once imported into third part engines, ie bendy bones..
Hey, as far as I know this will not transfer to game engines. But you can apply all of the lattice modifiers as shape keys and this should transfer to a game engine.
can't believe this is all so open source
cool
Would it be possible to apply the same lattice deformation style to the top part of the head to squash and stretch the rigged eyes?
This is possible, yes, but it takes a bit more planning to ensure the eyes always rotate correctly. It can get a bit weird rotating the eyes and keeping them pointing in the same location once they are stretching.
MUYYYYYYYYYYYYYYY bueno gracias aprendí mucho
when the jaw stretch is used, the mouth controls fall apart. how to get it aligned even in stretch mode?
Good question, and something I will try to answer in another video. The mouth controls will still work, but you are right the controllers are left behind.
You can try the viewport display on the individual bone to fix this, but sometimes this can lead to a dependency. I'll see if I can create another video dealing with this.
@@LevelPixelLevel A question: can I do this for head (like squash ans stretch for the head not the jaw)
@@lauceL Yes you can, and you can even add multiple lattices, so one for the top of the head, one for the jaw, and one for the whole head.
@@LevelPixelLevel Ok thanks! TIME TO MAKE BENDY HEAD SQUASHESSS
@@LevelPixelLevel Did you ever get around to figuring this out? Is it even possible with current blender rigging, or do we need to wait for them to come out with rigging nodes (or use the rig nodes addon)?
my lattice does not deform when i apply the vertex groups manually
Maked sure your vertex group name matches the name on your bones on your rig. Make sure your lattice has the armature modifier and also make sure the deform option is turned on for your bones. Then checkcput my example files as well.
@@LevelPixelLevel it took me a solid moment but i got it working
i wish i could weight paint them lol but yea this is pretty neat :)
can the lattice's vertices be weight painted to a bone?
Hey!
What do you think about tutorial how to make a minecraft rig?
You mean something like this?
th-cam.com/video/sFUnelA2Wnc/w-d-xo.html
I'll add it to the list!
@@LevelPixelLevel More like rig ZANimation or anishwij version 9
@@mrgg416 Gotcha, looks cool! Let me see what I can do.
very nice, MAKE ADDON PLX!!!!
I like Blender but it has a way to go before its animation tools are up to the level of other software.
It is coming :) over time it will grow. I've been playing around a lot in 3Ds Max and Maya recently to understand how these workflows might transfer over.