You can go further and select the regions of points on the full BlueGirl object, assign a
weight map, and apply the bone weights. If you remember, applying weights to the feet
of the Penguin object enabled you to control the influence of bones??”you can do the same
throughout the body, for the head, the arms, the legs, and so on. Remember that the
Skelegon Tree panel in Modeler shows the name of the weight map that will be used if
you??™ve created one. If you??™ve assigned weights in the Numeric panel along with a bone
name, your weights should automatically be assigned to the appropriate bone in Layout.
The exercises here are basic and straightforward. However,much of your character work
does not need to be more complex than this. It??™s simply a matter of putting in the time to
create bones and Skelegons for your entire model.You can go further by adding Skelegons
for BlueGirl??™s fingers and even her toes. At any time, LightWave enables you to bring this
model back to Modeler, make adjustments, and add more Skelegons or weight maps.
The Next Step
To give you the most complete coverage of bones, head over to www.
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