Using Lattice Deformation
To apply Lattice, simply select the points or object(s) you want deformed, then select Deform > Create Lattice. You see the influence lattice. The base lattice has also been created, but it is hidden.
If you are animating the object being deformed, you want the lattice to translate with the object. For this type of translation, group the lattice and its base lattice under the deformed object. Grouping is available as an option setting when you are creating the lattice, or you can do it after you create the lattice.
Lattice has its own local space, which parallels the XYZ coordinate system, called STU space. When you create or edit a lattice, you can adjust the STU divisions of the lattice, giving it more or fewer lattice points than the default setting.
Note Lattice also can be used for skinning, which we will do with the puppy in the next chapter. Skinning an object indirectly with Lattice can be a great way to animate because Mayans lattice is so efficient, but sometimes you may run into a situation where an object is being transformed twice from the lattice and skinning. See the discussion of the Relationship Editor later in this chapter for an example of how to deal with double transformation problems.
Another way to adjust a lattice is through the Local Divisions setting, which is activated with Local Mode. When Local Mode is turned on, each point exerts influence according to the Local Divisions setting, as shown below. The default is 2, 2, 2, which means each point exerts influence up to two points away in STU space. When Local Mode is turned off, each point in the lattice exerts influence on the whole area. You usually want to leave Local Mode turned on.
The Freeze Geometry setting locks the object where it is being influenced. With this setting, when the object transforms, the deformed part of it stays fixed, as shown above. You can activate Freeze Geometry in the Attribute Editor after lattice creation. You can also move the deformed object partially first, then turn on Freeze Geometry, and the object will lock where it is.
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