When using lattices, it's quite important to keep the outside undeformed where necessary. Ideally two rows of verts, not one. If you don't, the deformation will extend to infinity and beyond.
As you can see, the left lattice still deforms both cylinders.
The selected cylinder is almost but not completely untouched. Two rows are bullet proof though.
For the animation you're trying to do right now, maybe the Cast modifier would make it easier:
Create an empty.
Give your bowel a Cast modifier, with the empty as the Object. Put it above the Subdivision Surface modifier.
Play with the different factors of the modifier so that it has the shape and influence you want.
You can even create a second empty with ...
I'll lead with a warning : This solution has some drawbacks (which will hopefully be fixed in the next official patch) :
This completely destroys UV maps so if you have PBR materials that depends on UV mapping, you won't be able to use it. It's being worked on.
It doesn't remember the individual objects' materials. This can be worked around but it may be ...
What you've posted there is no soft object passing through a channel, it's actually a Cylinder with a Lattice Modifier moving through a Lattice object.
Add a Cylinder to your scene or whatever object you want to deform.
To be deformed smoothly it needs enough geometry, so subdivide it either in Edit Mode or with a Subdivision Surface modifier.
Add a Lattice ...
You must not scale your Lattice in Edit mode or it will completely screw the object it is linked to, as it's happening right now, because it takes all these scale deformations into account when you link your object to it. Make all the scales you need in Object mode. Then you can enter in Edit mode and move the vertices or scale to deform the object, but ...
Add lattice modifier and subdivide if needed. Select the mesh on which lattice modifier you need to apply. Go to modifier tab in the lattice modifier in the object mode select lattice or with dropper select the lattice. Now select the lattice in the 3d view. Go to edit mode and with the verts selected move it where your satisfied.
As the lattice can not be rendered, you can use a mesh object with the same geometry and hook both with empties.
In the example above, the lattice is the default cubic lattice which is associated via hooks to a simple cube. The cube itself has a wireframe modifier.
Create the lattice and the cube so that they have the same initial geometry
Well, that was not easy for a beginner like me but I think I found a way. Explanations about lattice_index_from_uvw can be found in this question of mine. Just run the script once and then the handler bpy.app.handlers.frame_change_pre does the job.
from math import cos
pi = 3.1415
lat = bpy.data.lattices['Lattice']
obj = bpy.data.objects['...
You have to add a lattice object to the scene (Shift+A> Lattice). Then, after selecting the object you want to add the lattice to then the lattice (the order matters), you can do Ctrl+P> Lattice deform.
I found that you can achieve this by creating a low-res copy of the sculpted mesh (I used the decimate modifier for this). Then binding that to the armature and weight painting it. Then binding the high-res mesh to the same armature "with empty groups." Then adding a "data transfer" modifier to the high res mesh and using the low res mesh as the source for ...
This can be achieved using the Lattice deform modifier.
Create a Lattice object (ShiftA, Lattice). In the properties tab, set the U, V and W resolution to a sufficiently high number (I used 5).
In Edit mode (Tab), select the middle layer of points in the lattice (C to enter paint selection mode, then paint, then Enter). Scale them down (S) to define the ...
I'm not sure why you need to keep your 2 balls within one object, but you could try it with Lattice or with Mesh Deform or even with shapekeys.
If you want to do it with Lattice, scale the lattice it in Object mode (not Edit mode) so that it contains your 2 ball object, in the Properties panel > Object Data > Lattice, give it enough Resolution (i.e. ...
Shape keys and lattice are 2 completely different things in my opinion, generally you should think about shape keys (or bones) when you want to animate small details of your mesh, and Lattice (or Mesh Deform or Surface Deform modifiers) when you want to deform the whole mesh or a large part of your mesh.
Also, lattice is particular as it deforms only the ...
Baked can be only object transforms (loc/rot/scale) or any parametr, but not vertex (as shape keys that provides linear transformation from loc to loc). For such thing you would have to use some format that supports Mesh Sequence like Alembic (.abc)
Just select your object go to Export > Alembic.
Import > Alembic - imported object gets automatically ...
It's the data part of the lattice.
Just like vertices belong to a mesh, the resolution belongs to a lattice ID object, bpy.data.lattices which is the data part of the lattice object.
lattice_ob.data.points_u = 10
or as defined in question code
lattice.points_u = 10
Any property seen in the DATA part of the properties panel belongs to the data part of the ...
You can use the Hook Modifier to achieve this effect. You can use any objects as your hooks, including the green spheres you used in your question, but unless you also want the spheres themselves to be rendered, it’s natural to just use empties:
To easily set up the Hook modifiers, you can select both your hook object (in your example, one of the green ...
One approach would be to use vertex parenting.
Create a mesh containing triangular faces which are unambiguously closest to their corresponding cobblestones. You could create the cobblestones from the mesh before triangulation, (as I did here,) or the other way round: create the mesh from a duplicate of the bottom faces of existing cobblestones. The mesh ...
Different out-of the box outcome
My wild guess would be that you'll simply not get the same deformation. Propotional editing is using a smooth falloff by default, while the Simple Deform modifer is bending linearly...it's a nuance, but if you try, there is a different shape as outcome. Same for the lattice modifier. With the Simple deform modifier you ...
Your idea with the curve isn't bad at all, but for the form of the log you need to alter the geometry as well, I would suggest, create the logo as one mesh, create the shape as simple as possible, in this case just use a plane create the outline, cut the angles with the knife-tool and keep it with only quads, it should be very easy to create this mesh ;-)
Another way is to use simulation. A cloth simulation using pressure behaves a lot like a soft body and can illustrate the effect you want to show.
Create the geometry for the channel and the object to pass through.
On the physics panel for the channel, add collision physics.
On the physics panel for the object, add soft cloth physics. Settings ...
Both your eye globe and your eye hole have irregular shape, so if you want to solve your problem you need to make them both as regular as possible.
Another way to create your eye would be not to move the eye itself, but to move the texture on the surface of the eye, using an empty as Texture Coordinate Object, like this:
Here is the material setup:
Well, my Blender instructor actually told me how to fix this problem, so for those of you who are experiencing this same dilemma, try this:
Instead of exporting the file, just save a file with ONLY THE CHARACTER. Then, open the scene you want to "import" the character into. Go to File->Append. Here, find you blender file with the character, and ...
Warp Modifier with Texture of your choice including sinusoidal.
There exists three or more modifiers that are relevant.
the wave modifier
the warp modifier which can take a texture such as a sine texture.
the displace modifier
weight painting and weight modifiers
texture to affect modifiers
Above is the warp modifier in action. Rather ...