I haven't found many things related to the use of Lattice in R3F and Nvil.

So this is my understanding on how it works and the tools involved when doing FFD modeling in R3F.
I think most of these tools can only be accessed with a Rocket3F Pro license.

But let's start...

For this tutorial I started by importing a OBJ file.
As you can see I have created a new "Group" in the left side menu called "Lattices" that includes all the useful tools for FFD modeling in one place.
This group of tools is only visible in Object Mode.
I also made another "Lattices" group that has some other tools that will only be visible in Vertex Mode (I'll talk about it a bit later).

Then I create a Lattice Box surrounding my object.
I can access the Box creation window by clicking on my "Create" button but it could also be accessed via the regular Box Tool button.

What's important here is to check that the top window tick mark "Create as lattice object" is activated before to click "Done".

Once your Lattice object is created, select it with your object and "Link" them (I use my "Link" button).

You can always go back to the initial settings of your Lattice object by selecting it first and return in the Box creation window.
There you can modify it and you can do that at any stage during modeling (even after your Lattice has been deformed).
Here I'm adding extra loops and rings then click "Done".

You can apply symmetry to your Lattice object. I made 2 buttons called "Symmetry" and "Plane" that allow me to :

  • Show/Hide Symmetry Plane
  • Toggle Symmetry Axes
  • Set Symmetry
  • Activate/Deactivate Symmetry
  • Remove Symmetry Info

These 2 buttons are also available in Vertex Mode.

Now you can start selecting/moving/scaling vertices to modify the shape of your Lattice.
The Object it's linked to will deform accordingly.

Enable symmetry whenever you need it.

Keep on deforming your Lattice cage by tweaking its vertices until you're satisfied.

When done you can switch back to Object Mode where you can Hide your Lattice if you want.

If you move your Lattice cage away from it's linked Object the deformation will not occur.
Put it back where it was (Undo) will recover the deformation.

When you are in Vertex Mode you can restore selected vertices initial position.
So if you select them all (Ctrl+A) you can recover the Lattice initial shape.

 

It can be useful to group the Object and its deformation Lattice together.
You can do that in the Scene Explorer.

This new head could now serve as a Morphing Target in order to add Morph details sculpting to the original head (for example).
This it what we'll do in the next "Missing Tutorials Part2" : Morph Target and Morph Brush.