We??™ll add
bones to the character to control its
movement. Figure 12.4 shows the
penguin model, as seen in Layout??™s
Perspective view.
2. Press 3 on your keyboard or numeric keypad to switch to the side view (Right).
Bones deform objects and their surfaces by repositioning the points that make up their
surface polygons. In order for an object to be deformed correctly using bones, therefore,
its surfaces must be consist of multiple polygons. A cube with just eight vertices, or
points, will not deform well with bones, but if its faces are subpatched or subdivided into
multiple squares, the same cube becomes more malleable and can be deformed by bones.
Using the LightWave v9 Scene Editor, you can recolor the bones for easier visibility
and better organization in Layout. The color change does not affect the bone??™s function,
only its visibility.
Figure 12.4 The Penguin object is loaded
into an empty layout, ready for some bones!
3. Change the render style to Front Face Wireframe from the top of the viewport
interface. This will help you see the placement of bones (Figure 12.5).
Figure 12.5 Change your view to look at the Right side and switch to a Front Face
Wireframe style.
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