| 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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