Graphics Reference
In-Depth Information
NOTE
Lattices use a separate coordinate system: U, V, and W. The [uvw] system comes from the roots
of lattice mathematics. There is little to no practical distinction to the artist, though.
An Armature modifi er was added to the lattice itself so that
the bone movements of the toy would affect it along with the
main body. Creating vertex groups on a lattice is less conve-
nient than creating them on a mesh object, which is one other
reason to keep the resolution count of the lattice as low as pos-
sible. To create vertex groups for armature-based animation of
a lattice, it is necessary to enter Edit mode on the lattice, select
the lattice vertices you wish to move, and manually create and
assign them to a vertex group in the Links and Materials
panel of the Edit buttons . Figure 9.42 shows a vertex group
created for the head bone.
Figure 9.41
The Lattice panel, showing the simple
settings for the toy's mouth lattice
In this example, the top and middle portion of the lattice
move along with the bones for the top of the head, while the bottom and middle are bound via vertex group
to the neck bone. The fi nal effect, shown in Figure 9.43, is that the stitching is deformed smoothly as the lat-
tice deforms, producing a nicer effect than simple vertex group/armature deformation.
Figure 9.42
A lattice vertex group that will move
with the “head” bone
Figure 9.43
The Beast's toy severely deformed, with the lattice
keeping the stitching in place
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