4(cont'd).Setting up lattice weighting (the most important part).
-Rigid bind lattice to bone (make sure that you only bind the lattice to the
 bone/s that will be affecting it, do not bind to entire skeleton).


-Rigid binding will allow you to go back and bind other objects to the bones,
add more bones to the rig, add flexors and weight each lat point separately.
-Next edit the memership of each lattice point. In this step you will decide which
 bone will affect which point on the lats.
     -chose deform->edit membership tool.
     -select the bone you wish to edit.
     -hold shift to add points or control to get rid of points.
     -eventually all points should be owned by a bone or they will get left behind.
     -click to view example.

-Begin weighting the lats according to the type of deformation that you want.
-rotate the bone to its most extreme position.
-select first row of points and open component editor.

-go to rigid skins, scroll until you see values, and change value until deformation is correct.
 (it will update in real time)

-Start by weighting by rows on the lats, then go back and weight individual points
 if desired deformation is not reached.
     -click to view example.

-Add and remove verts from lats if needed (set membership tool).
-DO NOT overlap points from one lattice to another.
     -If you do, a point may move twice as much as it should.

-DO NOT assume that you can fix the deformation with blend shapes or clusters.
     -although these techniques can be used in the future, most deformations
      can be perfected only by weighting the points with some effort.
     -blend shapes can be used later if necessary in problem areas.
          -fat stomachs, big shoulders, webbed hands etc.

-Sometimes Maya does not like to return you skeleton to its bind pose, so it is
helpful if your bones neutral rotation is 0 or set a key frame for all bones before
you start to move them.

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