| Rigging
in LightWave Modeler Setup |
|
 |
The
Arm
After creating the spine, I move onto the arm
I create these Skelegons in the back view
to help orient the rotation of the elbow on the
pitch. Note that I often use a tiny bone on the
shoulder joint to give me a small 'ball joint'
type effect. Splitting the control of a joint,
such as the shoulder, is useful in avoiding the
effect of Gimbal Lock when a bone's Pitch is rotated
90 degrees, causing the other two axes to lock
in the same plane.
I also create a small Skelegon for the wrist
This bone will control the hand movement
from the wrist, and is usually created in the
top view to orient the pitch correctly.
|
|
|
 |
The
Hands
The fingers come next I select the wrist
Skelegon and draw each finger as a long Skelegon
to the beginning of the finger, then each knuckle
joint. I do this in the top view, again to help
ensure that the pitch orientation is around each
knuckle.
The thumb is similar, except that the thumb on
a hand tends to be on almost a 45 degree angle.
The orientation of these Skelegons can be tweaked
easily using the bank handle.
|
|

|
NOTE: Orientation of
bones can also be adjusted in Layout directly
using the new set of Bone Tools provided under
the Setup tab, such as Bone Twist in LightWave
8. However, its not a bad practise to ensure that
the Skelegons are as correct as possible before
taking the model to Layout. |
|
|
 |
The
Leg
The Leg is next and is created in the back or
front view, for, you guessed it, making sure that
the orientation of the knee is on the pitch. I
also tend to model in a tiny bone at the hip joint,
for the same reason I do in the shoulder. Like
the arm, the ankle is also a tiny bone at the
end of the lower leg.
|
|
|
 |
The
Foot
The foot is created from the end of the ankle
This is done usually from the top view,
for pitch orientation purposes. Note that a bone
is extended from the ankle to the ball of the
foot, then a toe and heel bone are added. There
are numerous rigging concepts for feet, however
this layout of bones is quite stable, and can
also be used later to create a reverse-heel rig
setup in Layout. (I'll cover that concept in a
future tutorial)
|
|
|
 |
Creating
the whole skeleton
Once both the arm and leg are created, they are
selected and simply mirrored to create the opposite
side of the skeleton.
Make sure that 'Merge points' is on to take care
of connecting the other half of the skeleton to
the spine. It also pays to just double-check all
points where limbs are connected down the spine,
just to be sure.
|
|
The final tweak that I made
to this model before saving it was to set the
pivot point of the two eyeball layers using the
View > Layers > Pivot tool.
I tend to keep my eyeballs separate from the base
object, however some users prefer to rig eyeballs
using bones and weightmaps.
Saving the model at this stage is a good idea
before we move onto the next section. The model
at this stage is ready for setup in Layout as
it stands and we'll look at just how that's done
in part 2 of this tutorial.
Note that unlike many of the other commercial
3D applications on the market that use weightmaps
for setting up how the geometry works with bones,
LightWave is not dependant upon them and can actually
create quite good deformation without them at
all, however the option is there for those who
prefer to use them.
If rigging using weightmaps are your thing, then
let's continue. |
|
|