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Rigging in LightWave — Modeler Setup
by Kevin Phillips 14/10/2005

kphill@internet.co.nz
http://www.kevman3d.com

Welcome to part 1 of an introduction to character rigging concepts in LightWave. This tutorial looks at one way in which I rigged one of my personal CG character models, and shows you how I rigged it both without and with the use of weightmaps. This first section takes you through the setup stage in Modeler, creating the Skelegon structure and weightmaps for use later in Layout.

Note that this tutorial is not designed to be a recommended approach to rigging, but more a look at some of the techniques and ideas that can be used to rig a character in LightWave, to hopefully inspire you to experiment with your own rigging ideas and techniques.

User level
Competent
Tools used
Skelegons
Materials needed
None
End Results

N/A

 

Getting Started

 

I began rigging this character using the Skelegon tools in modeler Setup > Create Skelegons. I always begin my skeletons from a generic 'start' bone, that I create at the centre of gravity of the character (usually into the mid section).

It should be noted at the start that Skelegons are not bones — They are specialised polygons that are simply designed to allow us to layout positions and locations for bones using Modeler. The nice thing with Skelegons is the ability to store the basic rig structure with the model.

 

The Spine

 

Since Skelegons have no normal to define the direction they face, the orientation of a bone created from a Skelegon can be carefully set up by imagining the Y axis as coming perpendicularly from the viewport you created the Skelegon in — I build the main spine from the back or front viewports, so that the Y axis points along the Z axis.

The Y axis is important — it is also the axis where the Pitch orientation revolves around, which LightWave uses for such bone features as joint compensation and muscle flexing. It is generally a good idea to use the pitch on any joints that hinge such as fingers, elbows and knees.

NOTE: The small sticks with circles on the ends that extend from the start of a Skelegon when creating or editing them is called the bank handle, which is the direction of the pitch orientation. By clicking in the small circle, you can adjust this orientation of the Skelegon.

 

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