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Rigging in LightWave — Modeler Setup

 

 

Creating Weightmaps

So, what are weightmaps? Weightmaps are designed to allow us to attach control values to vertices, and then tell LightWave to use them to adjust, and change the way in which the bones influence will be applied across them. Consider them to be like 'alpha channels' for bone influence on a 3D model.

NOTE : Bones can share weightmaps, and because bones work well without them as they do with them, that means that we can keep our weightmapping strategy very simple and easy to manage as we'll see in the following section.

 

Getting Started

After laying out a basic skelegon structure for my character in another layer, I brought the characters body into the foreground and placed the skelegons in the background for reference. I also changed the perspective display to Weightshade mode. This lets me see the weightmaps I create.

 

The Head

I begin all my weightmapping from the extremities — In this case, I started by selecting all the head polygons (down to where the headbone connected to the neck bone) and then created a new weightmap for the vertices of these polygons (remember that weightmaps are applied to vertices and not polygons) called 'WM_Head'.

 

NOTE : You may be wondering why I used a 'WM_' in my map name... The reason is that weightmaps can be used in many tools LightWave, not just for bone influence. Often I will name the weightmaps with various prefixes, depending upon what I plan to use them for so that I can quickly associate them when I see the name. i.e. WM_ for general weightmaps, FX_ for weightmaps that I will be using to control particles or softbodies, TX_ for weightmaps that are to be used in texturing, and so on.

 

Once the weightmap is created, the weightshade view in the perspective viewport shows the polygons as a bright red colour. If all is fine, I then hide the head polygons by clicking on View > View > Hide Selected to just get them out of the way, and prevent any accidental weightmaps being added to points where they're not welcome. This also leaves the vertices of the weightmap area easier to select should I wish to perhaps tweak the borders between the weightmap to another value for blending with new weightmaps as I go.

 

The Arms

The arms I do next. To select the arms, I often will just lasso or select the points on the hands, then use the View > Selection > Expand option until the polys reach the shoulder area where I want the new weightmap to end (where the shoulder bones connect). This method often gives me a cleaner way to select just the necessary polygons without fiddly lassoing and deselection of parts of the arm geometry.

Once I'm happy with the selection, I create a new weightmap called 'WM_Arms' (for both arms and the hands). Because each arm is sufficient distance apart to not cross influence each other, there's no need for each arm to have a unique weightmap of its own.

I then hide the selected arm polygons as I did with the head.

 

 

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