These bone techniques
can be used for any type of character or object to build arms and legs,
tentacles, wings, and so on.
8. Save your scene by selecting File, Save, then Save Scene. You can also just press s.
Creating Hierarchies
What exactly is a hierarchy? Your fingers are attached to your hand, your hand is attached
to your wrist, your wrist is attached to your forearm, and so on.Move the shoulder, and
the attached bones move with it. That??™s a hierarchy! You can create hierarchies of bones
and objects in LightWave that work the same way.
Hierarchies of bones and objects in LightWave work according to two distinct but related
sets of rules, known as forward kinematics and inverse kinematics, both of which are essential
to realistic movement. Forward kinematics is the process we??™ve just described, whereby
moving an object also causes movement of objects below it in a hierarchy: Move a thigh
bone, and you also move the shin, ankle, and toes. Inverse kinematics is the reverse effect,
in which an object moves those above it in a hierarchy: If something (a bicycle pedal, for
example) lifts a model??™s toes, the attached ankle and knee should rise and bend accordingly.
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