However, polygons are sometimes a better choice for
weight map selection because it is much easier to see what is and (more importantly)
what is not selected.
8. Save your model by pressing Ctrl+s (PC) or Cmd+s (Mac). Saving the object
saves the weights you??™ve applied.
That??™s all there is to it! You??™ve identified a range of polygons that is controlled
by a bone in Layout. Remember, you use LightWave Modeler to create weight
maps. You can adjust them in both Modeler and Layout, but creation is always
done in Modeler.
As your models become more complex, you can select points or polygons and
weight them as you like. Now, weights are not always needed, but it??™s important to
understand how they work. Often, you don??™t even need weight maps, and proper
bone placement will be more than enough to animate your character.
This next exercise instructs you on the method of assigning a particular bone of
your model to the weights you??™ve just created in Layout. As a result, the bone will
only influence the weighted area.
Exercise 12.6 Assigning Weights
1. Hop on into LightWave Layout. From this book??™s DVD, load the
Penguin_Bone_Weight scene.
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