FRAME 23: Move Lattice back to start position (use Num (N) Panel if you need to)and key LocRotSize again.FRAME 13: Leave Lattice in same position as frame 11 and key LocRotSize again.FRAME 11: Move the Lattice to ground level and key LocRotSize again (keep the fall distance small for now).FRAME 1: Press IKEY and set a key for LocRotSize – the ball’s start position (high).Select the Lattice ( NOT the ball) then do the following on the corresponding frames: Everything we do to the lattice will directly affect the ball too. Note that we are animating the Lattice, not the ball. Then make sure you’re on Frame 1 (Shift+Left Arrow) to start animating. Press F10 and set your start (Sta) frame to Frame 1 and your end frame to Frame 23. It is also useful to have multiple orthographic views open in the viewport by right clicking on the resize viewport arrow and choosing “split area” then making a top view, side, etc… This part is easier done in “SCR:1 – Animation” Viewport configuration. When this is played back in the 3D window, it will loop and we’ll see the ball bounce forever in one place.
The ball should do everything the Lattice does. I don’t wish this to be a full lesson in Lattices so if you don’t understand any of the above, or you’re certain your Lattice is not working as it should, then please learn a bit about Latticesbefore proceeding.įor our basic animation, we’ll use just 23 frames starting with the ball high then falling, squashing, bouncing and ending up back where it started. You can easily check if the Lattice is working the way we want it to by selecting the Lattice and resizing, moving or rotating it. Basically, it works and is reasonably intuitive. So, this may not be the purist approach to using a Lattice but it is a convenient way to achieve the results we’re after. If we wanted to do some weird things to our ball, like kicking it or deforming it in other complicated ways, then we would have to use the “real” Lattice modifer option. You can either ignore this button or press it. If you now select just the sphere, press F9 and look in the Modifiers palette, you’ll see a listing for “ Lattice parent deform” with a button for “ Make Real“. So select the sphere THEN select the Lattice then CTRL-P to make parent and choose the “ Lattice Deform” option. Luckily you can still use the good old Parent option then use the Modifier palette to make the Lattice Deform “Real”. However, if you use this new method then the ball will not move where the Lattice moves and will not squash when the Lattice squashes and we want it to do both of these things. In version 2.4x you can select the object (the sphere) and apply a Lattice Modifier to it (Ob: Lattice).
Prior to Blender 2.4, objects were parented to Lattices with a Lattice Deform option. So you might call the Sphere “Red_Ball” and the Lattice “Red_Ball_Latt” or something similar for easy reference and recognition later.) It is good to give all your objects unique and sensible names, especially if you are planning a complex scene. (By default the Lattice Object Name is “Lattice”. Make the edges of the lattice align with the circumference of the sphere as this will make animation easier. Resize (SKEY) it so it closely surrounds the sphere. Tab back into Object Mode then immediately add a Lattice. Set Smooth and Sub-surf on the sphere if desired.
It is important to add the objects in top view to keep their Z-Axis aligned upwards. Once done click Apply Changes to see the animation in action – it will auto-play if set to trigger using stance.Idle, else type the trigger phrase or word, Save and then Upload to publish to the catalogue.To begin, add a UVSphere in Top View (NUM7). frame 1 (start) and 60 (end) continuing with the example mentioned above. Then optionally set the Loop start and end points to indicate where the animation should start and finish, e.g. 5 to play five times or 0 for infinite loops. In # loops type a numerical, this represents how many times the animation will repeat, e.g. In Composition below select Replace to ensure the new sequences over-rides whatever might be playing when its triggered. In Skeletal Animation click the drop-down menu and select the imported animation. This is done in the Ensembles section (salmon/rust coloured area). Once the initial properties are set up the next step is to establish the animations behaviour. The Action section sets the overall behaviour characteristics of the sequence – how it is activated, how often it plays etc… IMVU Actions comprise two parts, the overall Action and the Ensembles contained/controlled.