1
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All right so what we're going to do now is add in the lattice for our mushroom character much like we

2
00:00:12,270 --> 00:00:13,240
do with the ball.

3
00:00:13,260 --> 00:00:16,840
We're going to be able squash and stretch this guy right here.

4
00:00:16,860 --> 00:00:20,640
So let's go ahead and jump right into it.

5
00:00:20,910 --> 00:00:28,340
Hitting one of the numpad I'm going to hit shift as cursor to selected and then shift day.

6
00:00:28,500 --> 00:00:36,600
Add in a trusty lattice modifier not modifier object and let's like x ray so that we could see through

7
00:00:36,750 --> 00:00:38,880
our character.

8
00:00:39,160 --> 00:00:40,760
I'm going to hit five on the number.

9
00:00:40,790 --> 00:00:44,510
We go into orthographic view and then g z.

10
00:00:44,730 --> 00:00:47,790
Let's bring it up scale it up.

11
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And he's actually going to have to lattices on him one for the top and one for the bottom as Shift Z

12
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to scale in all directions except the z axis.

13
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Let's bring it up make sure it's encompassing his hat in the side view as well.

14
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We got named this guy too.

15
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We're going to figure out a name sometime soon.

16
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And out.

17
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Let's rename this

18
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mushroom.

19
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Whoa.

20
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I got all caps there.

21
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Mushroom bottle.

22
00:01:28,670 --> 00:01:31,040
Whoops a bottom top.

23
00:01:31,560 --> 00:01:34,890
Lantis shifty easy.

24
00:01:34,900 --> 00:01:40,770
Copy that sucker and bring it down over here.

25
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Make sure that it is surrounding his bottoms.

26
00:01:46,790 --> 00:01:57,740
Let's name this one mushroom bottom latte's mushroom underscore bottom underscore lathis.

27
00:01:57,870 --> 00:02:04,740
I don't know why we need to name it latus because it already is latticed but whatever.

28
00:02:04,740 --> 00:02:10,270
All right what I'm going to do now is we I want to.

29
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I actually want the lattice to affect a certain part of the mesh So first let's select our character.

30
00:02:19,410 --> 00:02:22,030
The modifiers to add a modifier.

31
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We're going to add a modifier.

32
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Oh that is right there.

33
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The object is going to be mushroom bottom lattice and we're going to add up vertex group right now.

34
00:02:35,850 --> 00:02:38,720
It's basically squashing the whole mushroom.

35
00:02:39,000 --> 00:02:43,480
But I just wanted to squash the bottom of the mushroom.

36
00:02:43,560 --> 00:02:48,930
You can see that if I asked Z to squash this down and if I were to bring the handover it's going to

37
00:02:48,930 --> 00:02:50,590
start squashing the hand.

38
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So that's not good.

39
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No.

40
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Boy I know man.

41
00:02:54,360 --> 00:03:03,900
So we need to assign what Verd a CS We want it to effect for the squash going to our vertex or our data

42
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group.

43
00:03:05,130 --> 00:03:11,170
Let's add a new vertex group named squash

44
00:03:14,530 --> 00:03:15,200
bottom

45
00:03:17,680 --> 00:03:20,120
now hitting tab to go into edit mode.

46
00:03:21,250 --> 00:03:28,500
Beatboxer like all these you guys are going to be dreaming of my voice when you sleep from hearing me

47
00:03:28,500 --> 00:03:30,200
so much.

48
00:03:30,960 --> 00:03:33,060
I don't know if that's a good thing or bad thing.

49
00:03:33,110 --> 00:03:36,970
All right I'm going to select these two as well.

50
00:03:37,140 --> 00:03:41,370
Now just those click a sign.

51
00:03:41,370 --> 00:03:52,960
And now with the squash bottom going back to the modifiers let's select squash bottom and out if we

52
00:03:52,960 --> 00:03:56,950
select these it will only affect the bottom.

53
00:03:56,950 --> 00:03:57,730
Cool.

54
00:03:57,940 --> 00:04:01,080
Going back to lushly Let's go to the shape keys.

55
00:04:01,150 --> 00:04:02,870
Adding a new shape key.

56
00:04:03,010 --> 00:04:10,040
We're going to name it squash underscore bottom.

57
00:04:10,370 --> 00:04:14,270
Pump up that sucker to one and

58
00:04:17,070 --> 00:04:23,270
what we want to do is actually I just realized we added it to the wrong thing so selecting the lattice

59
00:04:24,340 --> 00:04:35,440
puts out a shape key add another shape key and let's name this one squash bottom.

60
00:04:35,510 --> 00:04:39,740
Now something here about my voice in your guy's dreams.

61
00:04:39,740 --> 00:04:39,980
OK.

62
00:04:39,990 --> 00:04:41,000
That's too creepy.

63
00:04:41,000 --> 00:04:43,590
Anyway let's continue.

64
00:04:43,610 --> 00:04:46,950
I got so distracted by that that I don't even know what I was doing.

65
00:04:47,210 --> 00:04:53,240
So I think the squash bottom shape key to the to the lattice.

66
00:04:53,510 --> 00:04:53,850
All right.

67
00:04:53,870 --> 00:04:55,200
Focus Alex.

68
00:04:55,430 --> 00:05:00,120
Bump it up to one hit tab to go into edit mode.

69
00:05:00,490 --> 00:05:01,960
S and Z.

70
00:05:02,340 --> 00:05:03,780
And we actually want to scale it

71
00:05:08,200 --> 00:05:14,590
our scale along with 3D cursor so 3D cursor position at right there as Z

72
00:05:17,350 --> 00:05:25,910
and then hit G and Z and bring that up I exaggerate it a little bit and then I'm going to put the negative

73
00:05:25,910 --> 00:05:31,870
value the minimum value to negative one so that we can have an opposite way as well.

74
00:05:32,040 --> 00:05:38,310
And you can see that squashes up as squashes down are negative one is a bit much as it's getting going

75
00:05:38,310 --> 00:05:47,960
somewhere defamations there or if we go back to one that's just a little bit by hitting s and Z hitting

76
00:05:47,960 --> 00:05:49,970
GZ to bring it down a bit.

77
00:05:50,830 --> 00:05:57,710
And then putting this back to medium point Z and let's not exaggerate it so much.

78
00:05:59,490 --> 00:06:03,550
And there we go that looks fine and dandy.

79
00:06:04,580 --> 00:06:06,860
Except I wanted to

80
00:06:10,880 --> 00:06:13,320
were zero 0 right here.

81
00:06:13,620 --> 00:06:20,660
I actually wanted to stretch more so what I'm going to do instead is actually delete this key adding

82
00:06:20,700 --> 00:06:32,740
a new one and try going out going the opposite direction first so as Z scale it up that way.

83
00:06:33,360 --> 00:06:35,920
And hedgy and Z and bring it down.

84
00:06:41,210 --> 00:06:45,960
Let's assign a negative one.

85
00:06:46,190 --> 00:06:48,160
And there we go.

86
00:06:48,160 --> 00:06:58,220
That's a little bit better that way he can stretch to the max so he looks like he's springing into action

87
00:06:58,220 --> 00:07:02,220
right there and then right here he's just run over by a steamroller.

88
00:07:02,800 --> 00:07:10,430
Ooh you know how looney tunes looks like being run over by a steam roller.

89
00:07:10,430 --> 00:07:14,210
If you've ever seen Road Runner.

90
00:07:14,720 --> 00:07:17,230
So you know what I mean.

91
00:07:17,230 --> 00:07:18,610
All right cool.

92
00:07:18,620 --> 00:07:19,840
That's fine and dandy.

93
00:07:19,850 --> 00:07:26,180
And also we're going to be adding a driver to that so let's just go click our driver for now and let's

94
00:07:26,180 --> 00:07:31,200
go to the top of the mushroom selecting the mushroom.

95
00:07:31,310 --> 00:07:45,130
We need to add a new vertex Ripp once again called harsh top without the capital oh top.

96
00:07:45,190 --> 00:07:46,090
OK.

97
00:07:46,510 --> 00:08:01,120
And then hearing tab's going to hiding mode B B B B The boxlike all that my mouse and keyboard are not

98
00:08:02,390 --> 00:08:04,860
working with me today.

99
00:08:05,960 --> 00:08:17,630
So like all those hit a sign and then go modifiers let's add in the modifiers like this which is right

100
00:08:17,780 --> 00:08:18,500
there.

101
00:08:18,980 --> 00:08:33,550
Object lattice top vertex group squash top and now going to the lattice itself let's add in to Shakey's

102
00:08:34,750 --> 00:08:45,600
second one naming it squash up increasing the value to one getting type to go into Edit Mode S and Z

103
00:08:46,290 --> 00:08:55,520
placing the cursor right there and making sure that we're pivoting around the 3D cursor as Z I actually

104
00:08:55,520 --> 00:09:03,370
want to position the cursor exactly so I disliked all these hit shift us cursor to selected a to select

105
00:09:03,370 --> 00:09:07,960
all of them s and Z and squash it down.

106
00:09:10,600 --> 00:09:15,210
All right let's bring the value to negative one and see what that gives us.

107
00:09:20,530 --> 00:09:21,220
Perfect.

108
00:09:21,400 --> 00:09:30,260
So he could be hit on the head with like a sledgehammer and just completely flat and all right.

109
00:09:30,260 --> 00:09:32,240
Cool cool cool.

110
00:09:32,460 --> 00:09:42,660
Well that driver to this driver and now we're just going to add some shape keys to custom shapes to

111
00:09:42,690 --> 00:09:46,860
these lattice modifiers so that we don't have to actually go in here and animate value but we could

112
00:09:46,860 --> 00:09:50,370
do it through the bones for these ones.

113
00:09:50,370 --> 00:09:54,600
I'm going to select I can find it.

114
00:09:54,600 --> 00:09:55,600
This one right here.

115
00:09:55,620 --> 00:09:56,670
Shift the ax.

116
00:09:56,670 --> 00:09:59,100
Copy it.

117
00:09:59,100 --> 00:10:00,180
Bring it over here.

118
00:10:00,210 --> 00:10:04,800
I believe we're on a custom shape.

119
00:10:05,070 --> 00:10:09,990
I'm going to guess we're on 13 now but I could be wrong and it could be 12.

120
00:10:09,990 --> 00:10:18,120
So hitting tabs you going to edit mode shifty to copy all that are 180 to rotate 180 degrees.

121
00:10:18,570 --> 00:10:29,550
And before we do that let's switch it back to median point part 180 G and Z and then Z and hold down

122
00:10:29,550 --> 00:10:31,710
control a snap it there.

123
00:10:32,130 --> 00:10:39,300
So like everything you remove doubles so liking this Tabaret right here on the turn non-proportional

124
00:10:39,390 --> 00:10:51,120
editing G and Z ring that up and then bring this one down so we have kind of a shape like that cool.

125
00:10:51,340 --> 00:10:54,310
Let's select a bone here.

126
00:10:54,310 --> 00:10:55,780
I'm just going to like this one right here.

127
00:10:55,790 --> 00:10:58,570
The middlebrow.

128
00:10:58,840 --> 00:11:01,600
And make sure that it's the only one selected.

129
00:11:05,510 --> 00:11:06,690
All right shifty.

130
00:11:06,710 --> 00:11:07,310
Copy it.

131
00:11:07,310 --> 00:11:08,400
Bring it up.

132
00:11:10,160 --> 00:11:15,810
And then I'm going to split the viewport right here.

133
00:11:17,910 --> 00:11:23,470
Go to the graph editor and select drivers.

134
00:11:25,370 --> 00:11:35,590
Going to rename this bone to squash Dopp without the capital O.

135
00:11:36,100 --> 00:11:39,040
I don't know why my finger wants the capital so much.

136
00:11:39,050 --> 00:11:40,640
I have no idea.

137
00:11:41,970 --> 00:11:44,560
Selecting the shape he added.

138
00:11:44,760 --> 00:11:46,020
Oh no.

139
00:11:46,020 --> 00:11:48,400
We're back at it ladies and gentlemen.

140
00:11:48,540 --> 00:11:49,680
So sorry.

141
00:11:49,830 --> 00:12:03,580
So looking armature one last time we can do it make it squash stop see location local space and average

142
00:12:03,580 --> 00:12:04,470
value.

143
00:12:04,540 --> 00:12:07,780
Thank god that's over let's test this out.

144
00:12:07,940 --> 00:12:09,010
Whoa.

145
00:12:09,340 --> 00:12:10,440
Perfect.

146
00:12:10,510 --> 00:12:12,000
He's like Conehead.

147
00:12:12,130 --> 00:12:18,280
I've never seen that movie but I've seen the what you call it.

148
00:12:21,530 --> 00:12:23,440
Forget what it's called the cover.

149
00:12:23,450 --> 00:12:23,840
All right.

150
00:12:23,840 --> 00:12:30,430
So we are squashing and stretching and I don't even know if we're going to be using this in animation

151
00:12:30,430 --> 00:12:32,760
but we can always change it to give it a different feel.

152
00:12:32,770 --> 00:12:39,550
Right now we could make it so that only the top of the mushroom is squashing stretching out that way

153
00:12:39,550 --> 00:12:41,640
we don't have all this space in between.

154
00:12:41,740 --> 00:12:48,850
But it's kind of interesting look it could be like you know if he's surprised or you know.

155
00:12:49,280 --> 00:12:56,430
Anyways let's select this bird right here custom shape where you can put custom shape 13.

156
00:12:56,560 --> 00:12:58,710
I knew it we were on 12.

157
00:12:59,140 --> 00:13:00,850
All right.

158
00:13:00,850 --> 00:13:05,850
You know me I got to go in here and change it custom shape 12.

159
00:13:05,980 --> 00:13:12,810
I will not skip a number and scale it down to point five.

160
00:13:12,830 --> 00:13:17,690
You guys probably think I'm completely crazy but I'm just having fun here.

161
00:13:17,770 --> 00:13:19,140
All right.

162
00:13:21,300 --> 00:13:25,420
So like this one go to the driver for this.

163
00:13:25,440 --> 00:13:30,160
And before we do that shifty to copy this bone see.

164
00:13:30,590 --> 00:13:41,610
And let's rename this one squash out of scale down to go in five.

165
00:13:41,690 --> 00:13:46,240
Now selecting lattice Oh lordy.

166
00:13:46,310 --> 00:13:47,430
We're back at this.

167
00:13:47,510 --> 00:13:50,520
It's the last time guys come on you can do it.

168
00:13:50,540 --> 00:13:54,040
It's like the final lap on a marathon.

169
00:13:54,130 --> 00:14:00,140
You got this you.

170
00:14:00,650 --> 00:14:01,240
Got it.

171
00:14:01,500 --> 00:14:02,100
Ok cool.

172
00:14:02,920 --> 00:14:03,860
Was it too bad.

173
00:14:04,960 --> 00:14:09,820
Now we got to squash bottom in fact.

174
00:14:09,890 --> 00:14:12,590
All right so that is that.

175
00:14:12,600 --> 00:14:13,570
I like it.

176
00:14:13,580 --> 00:14:14,680
I like it.

177
00:14:14,780 --> 00:14:18,900
Now a couple of things before we wrap up this tutorial.

178
00:14:18,920 --> 00:14:26,180
Let's make sure that all our bones and everything are properly connected and what not.

179
00:14:26,480 --> 00:14:33,320
So when you select our lattice modifiers are not modifiers I don't know why I keep saying that our lattice

180
00:14:33,590 --> 00:14:41,640
objects shift right click the bottom bone right there control P and parenthood to the bone.

181
00:14:41,690 --> 00:14:49,560
Now you should have this bone is moving and the lattices are moving with it.

182
00:14:49,970 --> 00:14:54,890
Selecting these bones you can see that we have a problem here is that our mushroom's dance moves are

183
00:14:54,890 --> 00:14:58,810
way too slick and funky.

184
00:14:59,850 --> 00:15:03,020
But also another problem is that the hands are staying behind.

185
00:15:03,300 --> 00:15:11,140
So unless you want some funky dance in hand mushrooms then we need to select these in edit mode.

186
00:15:12,330 --> 00:15:17,190
Shift right click and then shift right click this big bone right here.

187
00:15:17,190 --> 00:15:21,240
Control P and keep the offset.

188
00:15:21,330 --> 00:15:24,310
So now they will be printed to this one.

189
00:15:24,480 --> 00:15:33,300
And since this one is printed to the bottom one when we move this one everything moves with it.

190
00:15:33,320 --> 00:15:36,150
Cool cool cool.

191
00:15:36,230 --> 00:15:43,180
Now let me see one more thing I believe if I could control time you go into object mode.

192
00:15:46,030 --> 00:15:48,640
Leave work.

193
00:15:48,680 --> 00:15:51,670
We are everything parents to this.

194
00:15:51,710 --> 00:15:54,030
The eyes are painted to

195
00:16:01,270 --> 00:16:05,820
eyes are painted to what's happening in their

196
00:16:09,260 --> 00:16:09,710
all right.

197
00:16:09,710 --> 00:16:17,480
So the problem is that this control right here the squash bottom is connected to the bone right here.

198
00:16:17,480 --> 00:16:20,120
So when we rotate it it kind of rotates it too.

199
00:16:20,120 --> 00:16:23,970
So let's fix that by selecting this phone shift.

200
00:16:24,200 --> 00:16:24,560
Right.

201
00:16:24,560 --> 00:16:30,980
And this is the squash ball and bone shifts like this one control P and keep the offset.

202
00:16:31,330 --> 00:16:38,550
And now if we rotate this one you can see that it works fine and dandy.

203
00:16:39,850 --> 00:16:41,800
All right cool.

204
00:16:41,950 --> 00:16:53,050
That's exactly what we want and also for here we want to parents are lattices to our bone once again

205
00:16:53,110 --> 00:17:02,720
selecting the bone the Latta's shift right clicking the bone control P and select bone.

206
00:17:02,730 --> 00:17:08,000
Now if we see like this bone right here you can see that it's connected there.

207
00:17:08,000 --> 00:17:17,830
This is working nice and fine and then this one right here this lattice let's Parenthood to this bone

208
00:17:18,520 --> 00:17:30,750
right here so it's like this lattice Schiffner I click this bone control speed and select bone.

209
00:17:30,760 --> 00:17:33,510
Now if we move this one it will move both of them.

210
00:17:39,000 --> 00:17:47,050
And if we rotate this one it will rotate it with the lattice So pretty cool.

211
00:17:47,060 --> 00:17:52,430
We got all those connected and then for some reason the hands are disconnected again so let's just connect

212
00:17:52,430 --> 00:17:53,710
these back up.

213
00:17:53,760 --> 00:18:02,630
So like both of them shift click this one control P and select bone and we have to design at it mode

214
00:18:02,630 --> 00:18:05,670
of course control P keep offsets.

215
00:18:05,960 --> 00:18:08,690
And now we are good to go.

216
00:18:08,690 --> 00:18:17,890
So we have everything connected making sure that we have no glitches or anything where that's working.

217
00:18:18,710 --> 00:18:24,470
And I actually parent of these to the wrong one so not this burn right here but we want to parent it

218
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to the middle bone control P and keep the offset.

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And I'm actually kind of leaving all these little things that are coming up in the story all because

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let's say you're doing it and something happens and you're wondering why the lattices deforming outweigh

221
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or why when you're rotating it it's the hands are staying behind or whatnot this way if you ever have

222
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any of those problems.

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Hopefully I have covered them in there because I seem to have encountered every single problem in this

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tutorial right here which is perfect because I actually like that because you will learn more from it

225
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you will get more from it and you will see how when a problem arises you just figure it out.

226
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And that's the way it rolls sometimes.

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I mean for the most part once you get the hang of it you know what to do.

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But then sometimes there are some things that you just need to roll with it and find out.

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And it's you know it's art it's entrepreneurship.

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It is fun.

231
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So now everything's working fine and dandy.

232
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We are good to go.

233
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Our mushroom is ready to be rigged.

234
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We got our squashing and our squashing and stretching.

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So I'll see you in the next tutorial.

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Take care Joe.

237
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All right ladies and gentlemen cowboys or Indians.

238
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The world of 3D art.

239
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Such a fun place to create things.

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It feels like you're worlds apart and you create till your heart rings to go let your imagination be

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wild.

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Let it go just like a child.

243
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All right.

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Ciao for now of La.

