All right let's go ahead and continue with this animation that we got going here and what we're going
to do now is actually create the floor so that we're able to crack it when he throws in the signposts
into the floor.
I want it to crack over here.
Now how do we make it crack.
Well we're going to be using a lattice modifier and it's pretty sweet how we're going to do it.
So let's do it right away.
Hitting tab to go into it mode when you hit Control are an add in tulip cuts here.
As wide scale on the y axis.
Let's actually go to frame whatever frame he's on where he throws the signpost into the floor and making
sure that these are right there on the signpost and that they are wide enough to hold it or that they
are just going outside of the size of the sign post.
Now he didn't control our twice again.
Are there aspects to scale on the x axis.
I always feel weird saying I say it's all right.
Scale is on the x axis is what I mean.
Too like that.
And then what we can do is we can even
see to bring it out over here like this.
I'm actually going to put this on the opposite side.
Then hit Control are twice once again as X and then G next and bring it right next to the other one.
All right.
So that's the centerpoint of the domination for the destruction of the floor.
Now what we want to do is hit Control are adding a couple of cuts here.
Right click to confirm I'm just adding in a random amount not being exactly precise on each side.
And now we're going into top view.
Let's go ahead and select these right here.
Just these two.
There we go.
These two are separate Fisher Fisher lines.
I believe they're called and we're just going to bring them out so that it looks like they are cracking
the floor.
And just bring them out like so however you want your cracks to look like.
Same thing with over here.
And of course the skin can be exaggerated crack as as it is with all my animations.
I'm going to move this out so that's not on top of the mushroom.
I kind of wanted to go around him that looks pretty cool.
I don't know if I'm going to make a crack all the way out to the edge of the scene.
That's seems like quite a big crack for such a tiny sign post warning flag.
All right.
So Zig-Zag these babies
were almost there.
This is another one of those tedious things that went back.
But we're almost done.
So stay with me for two more seconds.
All right.
Bring these out as well.
Almost there.
Just grabbed those two last.
All right so that's cool.
Oh see
how cool.
So I'm going to have an exaggerated crack on here because this is a pretty big crack for such a small
signpost.
But you know what it's all about exaggeration for me over here.
When you hit Control are you going out in a loop.
Cuts in between all of these what's happened there.
There we go.
So now if we all out right click the middle look cut if we had G and Z you could see what the crack
is going to look like it's going to look something like that except it's not going to go all the way
out to the edges of course.
Now how do we animate this crack.
Well we're going to be using a lattice modifier once again the trusty lattices and is going to show
you a different way that you can use lattices instead of just using it for squishy characters and balls
and beach balls.
We could actually use lattices for something that you wouldn't think would be used for such as a stone
floor.
Now the way we're going to do it is that the lattice can grab the vertices and bring them down.
But here we have a problem of not being well.
Again not a problem.
But that being that it's going to take the vertices and bring him down except right here I wanted to
animate it.
And because there's so little vertices in between.
It's basically going to animate it like this and it's jumping way too far so it's going to crack like
boom boom boom like way too way too sharp of a crack because it's going to do this this and then whatnot.
So to soften it out we're going to add a bunch of lube cuts here so that it has a nice smooth transition
and not so sharp like that hitting control are going out a bunch of loose cuts here.
Don't ask me how many because I have no idea.
So now when we animate it's going to look more like this.
And it's going to have a smoother transition.
Now obviously we're not going to animate all those by hand but you'll see exactly what I mean.
So now we're going to tell you I'm just going to add in a bunch of loop cuts everywhere.
Or control our mouse wheel up left click right click again don't ask me how many I'm adding.
I couldn't tell you.
I'm just scrolling up to a good feel.
They say I have a good mouse fingers so should be some decent amount of cuts here.
All right.
And then in the other direction to see how fast we can do this.
Boom boom there's a little bit less there but it doesn't matter.
All right.
Well making progress.
All those there we got it.
All right cool.
And we don't need to loop cuts here because that's not going to do anything.
Now selecting.
All right clicking these loop cuts in the middle of our fingers for our crack.
Let's go to the Virtex have an adding a Virtex group.
We're going to name it rack and assign it not that kind of crack.
All right.
Let's assign it to weight of one and out hitting well I'm going to do is selecting this middle vertex
on art.
Where are impactors shift desk cursor to selected and I'm going to add shift day add a lattice hitting
G and Z.
Bring it right under the floor and let's make the W zeros just a flat plane.
We're going to scale it way up with the ASCII
and then turn the is the U and the V to something like 40 ohm already.
And now selecting the plane.
Let's go ahead and go to my modifiers tab out a modifier.
Oh that is good find a word you go there it is.
Object lattice vertex group.
Let's go ahead a name or latus as well.
Gurlitz name it.
It's already named latus.
So on a name it crack or I cool.
Now we hit tab to go into any motor the latticed we can see we have a lot of different points here just
like we did with the ball or the mushroom.
But many many more if we select the the the points on glass you can see that when we bring it down you
can see what's happening.
Every point is assigned a different part of the crack.
Virtex pretty freakin cool.
So let's light one of these two right here.
That's in the center of our crack I mean it's like this one and that going to the lattice modifier we're
going to add in a shape key.
But first we need to go into object mode out of shape key out a second one.
Bring the value all the way to 1 and hitting tab to go into edit mode.
Let's turn on proportional editing.
And now if we hit G and Z bring it down and scroll up you can see what's happening.
Pretty sweet.
So look at that and you can see that lattice how it's moving.
It's basically because of the proportional fall off it takes a center first and then kind of transitions
out more further out the more you scroll it up let's it G and Z and just bring this to however big you
want your crack.
I would not suggest to bring it all the way out because otherwise your crack is going all the way to
the edge of the plane so I would leave it to somewhere like there is.
Kind of want to exaggerate a little bit.
I want to like that so to click for that tab to go into object mode.
And now you can see that if I move this value we got our rack going and it's basically fracturing the
floor.
So we're going to animate this value when the character strikes his signpost into the floor so this
value is basically going to animate and it looks like it's actually cracking the floor.
So pretty cool.
If I do say so myself.
All right.
So that's this part of the tutorial.
I'll see you in the next one.
Very well done.
We just made it so that we can crack our floor.
In fact before we head on to the next Tauriel Let's go ahead and make this animated So let's see right
when he hits the floor which is right here.
Right around there.
So just before let's select this and hit I for the value of 0.
And then on the next frame let's put that value to.
Let's put it to 0 and we've got automatic keyframe insertion as well so whenever we move a value it's
going to automatically insert it.
So keep that in mind as well and you can see that the lattice modifier actually has keyframe in it because
I completely forgot to take that off.
So this is a lesson for me and for you.
Let's make sure to hit all eye on these to remove the keyframes.
And what I'm going to do with this is actually go to the graph editor select the lattice go to f curves
and just select all these x and delete the keyframes from the loudest modifier.
Oh my bad.
Go back to the dope sheet.
And I don't believe we moved anything else.
No we just move the lattice modifier for the lattice object.
Sorry.
So that's a lesson.
Make sure that Mike Freeman's version is not on when you're moving objects around.
All right so now back to this going to frame that frame I'm going to bring this to this value.
And I turned her locate the the keyframe and then go to where his flag is completely slanted in there.
And I'm actually just going to leave it like that because when he hammers it in is when the the cracks
are going to go further and deeper and.
All right.
So cool.
I'm going to also go to the frame right before that and set the value to zero of course.
I and there we go you could see what happens.
So he just stuck incident.
Pretty awesome.
So there is a couple of lessons in there that's how you use the lightest modifier for using cracks and
also making sure that you're automatically Freman assertion is off before you move anything otherwise
you're going to create some things that you do not want.
All right.
See in the next Tauriel.
Very well done.