Rigging
Placing goals exactly |
Using bones from another object
See also: What, no up-vector?
Placing goals exactly
If you are strugling to position the goals for your skeleton, here is a trick:
- Create a Null (Items Tab → Add → Null) that will function as the goal for your bone chain. If you already created one, make sure it is lacated at the origin (position [0,0,0]) and not rotated (rotation [0,0,0])
- Turn off Parent in Place. This option can be found on the toolbar, between Scenen Editor and Load. When this option is selected, objects stay in place when parented: a new keyframe will be set. When turned off, objects will move to the position of the object it is being parented to (to be more precise: it will keep its current keyframed position but that will now be relative to the new parent)
- Parent that Null object to the bone that is going to have that Null as its goal
- Turn on Parent in Place
- Parent the goal Null to the Object, or to the Null object the Object is parented to.
Using Bones from another object
You can use a skeleton from one object in Lightwave to deform another object. Two things need to be set up on the object you want to deform with the skeleton from another object:
- The object needs to have a bone as a child: with the object selected, choose Setup Tab → Add → Bone. In the property panel of that bone, choose the object that contains the skeleton under Use Bones From Object (default setting is self)
- The object needs to have a weightmap (or multiple weightmaps) with the same name(s) that is (are) used for the bones. If the object is a layer from the same object in modeler, you can actually include it in the same weightmap)