mov on the book??™s DVD (3D_Garage_Videos\Chapter_Videos\
CH11d_StillLife.mov) to take this project further and learn even more about the Node
Editor.
Inside LightWave v9 496
C h a p t e r 1 2
Bones
and
Rigging
The focus of this chapter is bones, Skelegons, and proper character setup for animation.
As with the previous Inside LightWave books, we won??™t bore you with technical babble
about theory and muscle structures; rather, this chapter discusses the following:
?—? Understanding bones
?—? Working with Skelegons for character rigs in Modeler
?—? Weighting characters for precise control
?—? Rigging characters directly in LightWave Layout
Understanding Bones
Bones are deformation tools; they deformyour models so they can bend, twist, stretch, and
contract realistically,without requiring all of their limbs and other body parts to be modeled
and animated as separate objects.Without bones, creation of figures that move naturally
in their skin (or in clothing, fur, feathers, and so on) would be virtually impossible,
and animated figures would all resemble robots or marionettes. Bones let you model characters
as ???solid??? objects, and then give them movement and life.
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