WEBVTT

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Good day, everybody.

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In this video, I'm going to go over the Cloud lattice rig type

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and how you can use that to create

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lattice-based controls for your rigs.

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So if you don't know what a lattice-based control is,

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I want to show you this lattice setup

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that we have on our main Spite Flight character, Ali.

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First things first, let me just isolate these two controls

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because these are the most important things

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that I want to show you.

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And if I move this cube, you see that nothing happens,

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which is actually a really good thing, as you'll

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see in a minute, because when I move this sphere,

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it will actually deform the mesh.

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So why is that interesting?

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Any old armature deformation bone can do that.

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However, if I move the cube now, you

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can see that this deformation sort of slides along

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the surface wherever I put it.

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So I can even move this to her forehead.

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It's not strictly a cheek control,

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even though it is called that way.

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But technically speaking, the animator

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can use this for whatever they want.

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And all this needs to function is a lattice object, which

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is this one, which is very hard to make out

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what the hell is happening because it's a giant mess.

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But the good news is you actually pretty much

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don't need to worry about this at all because Cloud Rig is

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going to create this object for you.

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So I can just hide that.

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And the other thing that will be needed

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is a lattice modifier, which I think in our case is this one.

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So this lattice modifier is on Ali's face mesh,

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and it targets that lattice object that I just showed you.

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And this lattice modifier will actually

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need to be created by you, the rigger.

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This does not get automatically created by Cloud Rig,

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but I will show you how to set this up.

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So I think because I don't want to use this as an example

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because I think it would be quite confusing with all

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this other stuff going on, I'm going

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to head over to a simpler file and show you guys how this

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works.

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OK, so here I have this weird capsule thingy,

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or call it a bean or whatever you wish.

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And I just rigged this with a chain rig

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with some smooth settings enabled.

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So here's my meta rig.

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And this is just a Cloud FK chain, so it can bend.

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And there is no lattice set up yet whatsoever,

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so let's create it.

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So I'm just going to go in the meta rig, enter edit mode,

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make a new bone with Shift-A, which is invisible.

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But there it is.

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And I'll just put that one here.

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And since it's going to be there,

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let's say that I will want to parent it to this default bone,

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but I will do that a bit later.

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So first things first, let's name this lattice,

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and then assign it the rigify type Cloud underscore lattice.

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And let's see what settings we have.

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We ignore the parenting settings for now.

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So as you can see, it's not a whole lot.

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And even the option that we do have,

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which is the lattice object, is actually optional.

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You don't have to specify it because, as you

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can see on the tooltip, as long as regenerate is enabled,

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we will just get a lattice created for us.

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So that's exactly what we want.

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So let's just hit Generate, which is Control-Alt-R.

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And there you go.

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We have a lattice right here, which actually

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has a hook modifier.

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And what that hook modifier is responsible for

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is to make sure that when you move this bone,

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the inside part of the lattice actually gets deformed.

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And the lattice is also actually parented to the root lattice

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lattice bone, which now that I realize

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it's a bit of an unfortunate name,

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but that is, of course, referring to our cube.

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So when you move the cube, the entire lattice

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moves along with it.

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I hope that makes sense so far.

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But as you can see, of course, this does not deform our mesh.

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And this is where the modifier that I mentioned comes in.

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So if we select our mesh and add the modifier,

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we can find eventually the lattice modifier.

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And here we can just use the picker to find our lattice.

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And there you go.

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Suddenly it's being deformed.

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And from there, you can hide this lattice

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because it's ugly and unnecessary.

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So, ma'am, now it will no longer bother you.

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And there you go.

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You have a lattice deformer that you

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can slide around your mesh and scale as well

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to change its area of influence.

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And yeah, that's pretty much it.

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But just as an extra little bonus,

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even though I did explain the parenting settings

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in a different video, just for the sake of it,

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let's parent this to def chain 2.

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So I just put it on my clipboard.

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And I come back here.

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And I will paste it in here.

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There we go.

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So we can see that this is going to use a bandy parenting

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setup, which means the parent of this bone is going to have,

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or rather the parent of the parent of this bone,

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is going to have an armature constraint, which targets

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the bone that we specified.

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And that means I just enabled the mechanism layer.

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So let me hide that again and this thing.

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So when you bend your bendy bones,

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the lattice follows the exact deformation precisely.

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And that also works for when you use the strategy chain

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or whatever it is that you want to do.

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And then you can deform with the lattice

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on top of your bone deformation.

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So this is why I said that I think

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lattices work really nicely in cooperation with armature

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deformation.

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Because, yeah, I mean, just look at it.

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It's wonderful.

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So yeah, I hope you like it as well.

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And if you didn't know how to appreciate lattices before,

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then I hope now you do.

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And yeah, just slap hundreds of these on your rigs.

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Every time there's a problem, we would fix it

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by slapping one of these on it.

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So yeah, go ham.

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Thank you for watching.

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And see you in the next one.

