3dgarage.com and
you??™ll find additional video tutorials to accompany this chapter. You??™ll take the penguin
character further and shows you how to edit its existing bone structure directly in Layout for
additional control using LightWave v9??™s new bone tools.You??™ll be able to view the Skelegons
video to further rig the BlueGirl object and apply weight maps.You??™ll also find a video showing
how to use LightWave v9??™s IK Boost tool, a fast, easy way to create inverse kinematics.
You??™ll find a tutorial video called Layout Bones, which takes you through more of LightWave
v9??™s bone features, including exporting hierarchies, mirroring, and more.And, bones are not
just for characters, so there??™s a video called ???Non-bones???that covers nontraditional bone use.
This chapter introduced you to bones and Skelegons and how to create both.You saw how
to set bone weights to control the influences of bones. The weighting applies to many areas
of LightWave, especially character animation.
With the basic knowledge presented here, you can practice setting up full characters,
whether they??™re full humans, simple characters, or even inanimate objects such as a chrome
toaster??”the bone and Skelegon information here still applies.
Pages:
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663