good to everybody in this video.
I'm going to go over the cloud lettuce rick type and how
you can use that to create lettuce based controls for your rigs.
So if you don't know what a lettuce based control is.
I want to show you this lettuce set up that we have on our main spice. Right character.
Early first things first let me just isolate these two controls because
these are the most important things that I want to show you.
And if I move this cube you see that nothing happens.
Which is actually a really good thing as you'll
see in a minute because when I move the sphere
it will actually perform the mesh. Okay, so why is that interesting?
Any old armature, the formation bone can do that. However, if I move the cube now
you can see that this deformation um sort of
slides along the surface wherever I put it.
So I can even do this to her forehead.
You know, it's not strictly a cheek control even though it is called that way.
But technically speaking the animator can use this
for whatever they want And all these needs
to function
is a lattice object which is this one which is very hard to
make out what the hell is happening because it's a giant mess.
But the good news is you actually pretty much don't need to worry about
this at all because cloud rick is going to create this subject for you.
So I can just hide that. And the other thing that will be needed is a lattice modifier.
Which I think in our case is this one.
So this latest modifier um is on at least facemash and
it targets that let this object that I just showed you.
And this latest modifier will actually be need to be created by you the rigor.
This does not get automatically created by cloud rick but
I will show you how to set this up.
So I think because I don't want to use this as an example because
I think it would be quite confusing with all this other stuff going on.
I'm going to head over to a simpler file and show you guys how this works.
Okay so here I have this weird capsule thinking or call it a bean or whatever you wish.
And I just read this with a chain rig with some um smooth settings enabled.
So here's my metric and you know, this is just a cloud of keychain
so it can bend and there's no lettuce set up yet whatsoever. So let's create it.
So I'm just going to go in the rhetoric and the edit mode make a new bone with shift a
which is invisible but there it is
and I'll just put it on here.
And since it's going to be there, let's say that I will want to parent it to
this is the phone bone but I will do it a bit later.
So first things first. Let's name this um lettuce
and then assign it the predefined type cloud underscore lettuce
and let's see what settings we have. We ignore the parenting settings for now.
So as you can see it's not a whole lot.
And even the option that we do have which is the latest object, it actually optional.
You don't have to specify it because as you can see in the tool tip,
as long as regenerate is enabled we will just get lettuce created for us.
So that's exactly what we want. So let's just hit generate which is controlling our
and there you go.
We have a lettuce right here which actually has a hook modifier and
what that modifier is responsible for is to make sure that when you
move this bone the inside part of the lettuce actually gets deformed and
the lettuce is also actually parented to the root lettuce lettuce bone which
now I realize it's a bit of an unfortunate name
but that is of course referring to our cube.
So when you move the cube, the entire lattice moves along with it.
I hope that makes sense so far.
But as you can see of course this does not deform our
mesh and this is where the modifier that I mentioned comes in.
So if we select our mesh and at the modifier
we can find eventually they let us modify it
and here we can just use the picker to find our lettuce and there you go.
Suddenly it's being deformed
and from there you can hide this lettuce because it's ugly and unnecessary.
So
I am now it will no longer bother you
and there you go. You have the latest former that you can slide around your mesh
and scale as well to change its area of influence.
And uh yeah that's pretty much it.
But just as an extra little bonus even though
I did explain the parenting settings in a different video
just for the sake of it, let's parent this to def chain too.
So I just put it on my clipboard and I come back here
and I will paste it in here.
There we go. So we can see that this is going to use a bendy parenting setup which means
the parent of this bone
is going to have or rather the parent of the parent of this bone
is going to have an armature constraint which targets the bone that we specified.
And that means I just enabled the mechanism layer.
So let me hide that again and this thing.
So when you bend your bendy bones,
the lettuce follows the exact information precisely.
And that also works for when you use the sturdy
chain or whatever it is that you want to do.
And then you can deform with the lettuce on top of your bone deformation.
So this is why I said that I think
lettuces work really nicely in cooperation with our mutual information
because yeah I mean just look at it, it's wonderful.
So yeah I hope you like it as well.
And if you didn't know how to appreciate lettuces before then I hope now you do.
And uh yeah, just slap hundreds of these on your rigs every time there's a problem,
we would fix it by slapping one of these on it.
So yeah, go home. Thank you for watching and seeing the next one.