9

Load Envelopes Dialog (Sk in Modifier) 805
arealmostidenticalinthewaytheyoperate.The
differenceisthattheBulgeAngledeformeronly
worksonverticesoftheparentbone,whilethe
J oint Angle deformer works on vertices on both
the child and parent b one.
To apply either of these deformers, first select the
child lin k, then select vert ices on the mesh, and
then apply the deformer. Remember to turn on
Vertices in the Parameters rollout > Select g roup
before region-selecting vertices in the viewports.
Once the deformer is applied, turn on Edit
Lattice and move the lattice control points in the
viewports to deform the mesh at different b one
angles.
Name Field—Allows you to change the name of
the deformer.
Twi st—Allowsyoutospinthegizmoaroundthe
mesh to place control points appropriately.
Use B oundi ng Volume—Tur n this on if you plan to
change the geometry, like increasing segments on
a cylinder. If the geometry changes, the mesh will
still deform inside the lattice if this is turned on.
Enable Gizmo—Toggles the effect of the gizmo on
and off.
Edit Lattice—Allowsyoutomovethelatticecontrol
points in the viewports.
Edit Angle K eys Curves—Brings up a curve editor
that lets you manipulate the shap e of the lattice at a
particular angle. This curve is position vs. angle.
It will show you the curves of the current selected
points. The red curves are X, green curves are Y,
and blue curves are Z.
Load Envelopes Dialog (Skin
Modifier)
Select a mesh, patch, or NURBS object. > Apply Skin
modifier. > Advance Parameters rollout > Load button
The Load Envelopes dialog ass ociated with the
Skin modifier (page 1–791) allows you to load
saved envelopes to specific bones. This resizable
dialog shows the current envelopes in your scene
and the incoming envelopes. Use the controls to
manipulate the incoming e nvelopes so they align
with the current envelopes.