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.
@matbrady1234564 жыл бұрын
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!
@activemotionpictures5 жыл бұрын
18:23 - Marvelous! Awesome video! Thanks for sharing.
@LevelPixelLevel5 жыл бұрын
Thank you! Glad you liked it!
@Zanden-12 жыл бұрын
thanks, now I understand them so much better
@Kher.mp43 жыл бұрын
Really amazing tutorials. You explain everything super clearly! Thank you
@atkay46112 жыл бұрын
This channel is pure gold 🤩
@quollism5 жыл бұрын
Very nice! Wouldn't have thought of splitting the rig in two like that..
@AdrianLopez_vfxwolf5 жыл бұрын
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 ;)
@LevelPixelLevel5 жыл бұрын
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.
@caceleo4 жыл бұрын
Exactly the information I was looking for. Thank you
@MohamedNopy5 жыл бұрын
Great channel . THANK YOU MAN FOR Explain what i considered dark side of Blender
@LevelPixelLevel5 жыл бұрын
Glad you liked it!
@mordedordelapis5 жыл бұрын
This videos are gold!
@pauljs755 жыл бұрын
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.)
@LevelPixelLevel5 жыл бұрын
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.
@F4BON32 жыл бұрын
that was very useful, thank you.
@citrusblast43723 ай бұрын
This vids intense but its good to show these intense techniques🤣
@teasharp4 жыл бұрын
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.
@LevelPixelLevel4 жыл бұрын
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.
@Ponlets4 жыл бұрын
my lattice does not deform when i apply the vertex groups manually
@LevelPixelLevel4 жыл бұрын
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.
@Ponlets4 жыл бұрын
@@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 :)
@halluschi5 жыл бұрын
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?
@LevelPixelLevel5 жыл бұрын
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.
@Miketulli84 жыл бұрын
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..
@LevelPixelLevel4 жыл бұрын
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.
@RonHicks5 жыл бұрын
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.
@LevelPixelLevel5 жыл бұрын
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.
@TheOriginalJehu4 жыл бұрын
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?
@LevelPixelLevel4 жыл бұрын
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.
@jkartz925 жыл бұрын
when the jaw stretch is used, the mouth controls fall apart. how to get it aligned even in stretch mode?
@LevelPixelLevel5 жыл бұрын
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.
@lauceL4 жыл бұрын
@@LevelPixelLevel A question: can I do this for head (like squash ans stretch for the head not the jaw)
@LevelPixelLevel4 жыл бұрын
@@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.
@lauceL4 жыл бұрын
@@LevelPixelLevel Ok thanks! TIME TO MAKE BENDY HEAD SQUASHESSS
@Floreum2 жыл бұрын
@@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)?
@murrowboy4 жыл бұрын
Can you add a jiggle the it as well? Since this goes for a springy type effect, shouldn't there be some pull back?
@LevelPixelLevel4 жыл бұрын
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.
@joelarmour2 жыл бұрын
can the lattice's vertices be weight painted to a bone?
@maximk78164 жыл бұрын
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!
@lukdra4 жыл бұрын
MUYYYYYYYYYYYYYYY bueno gracias aprendí mucho
@mrgg4165 жыл бұрын
Hey! What do you think about tutorial how to make a minecraft rig?
@LevelPixelLevel5 жыл бұрын
You mean something like this? kzbin.info/www/bejne/qXe4n5iidpeKpMU I'll add it to the list!
@mrgg4165 жыл бұрын
@@LevelPixelLevel More like rig ZANimation or anishwij version 9
@LevelPixelLevel5 жыл бұрын
@@mrgg416 Gotcha, looks cool! Let me see what I can do.
@elmercurio60264 жыл бұрын
cool
@robbyrayrab2 жыл бұрын
can't believe this is all so open source
@3dfvan6405 жыл бұрын
very nice, MAKE ADDON PLX!!!!
@EDcase15 жыл бұрын
I like Blender but it has a way to go before its animation tools are up to the level of other software.
@LevelPixelLevel5 жыл бұрын
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.