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Rigging in LightWave — Modeler Setup

 

 

The Legs

I go to the left leg next, and starting from a selection around the foot, I use the View > Selection > Expand option to select the polygons up the leg until I reach the edge of the hip where the leg joins to the body (and the bone connects to the hip). I create a weightmap called 'WM_LeftLeg'. I then hide the selected polygons.

I repeat this again for the right leg, this time creating a 'WM_RightLeg' weightmap. Note that because the legs are quite close to each other, its quite common for a small amount of cross-influence to occasionally cause problems between the legs. This is why it's a good idea to give each leg its own weightmap.

 

The Body

With all the extremities now hidden away, I can simply create my final weightmap for the remaining polygons, called 'WM_Body'. After creating the weightmap, I then unhide the character using View > View > Unhide and save the now finished object, ready for rigging in Layout.

 

Handy Weightmap tools in Modeler

If you want to see how your weightmaps all look, then you can view up to four weightmaps simultaneously using the Vertex Map panel (found under Windows > Vertex Maps Panel). This panel is a quick and easy way to select and edit weightmaps, morphs and more.

 

 

By holding down the CTRL key, you can select up to four weightmaps simultaneously and see them displayed in weightshade mode at the same time (in glorious bright colour!)

 

Testing basic deformations

Since LightWave 8, there have been a few new tools added to the arsenal for character rigging. One in particular that comes in quite handy is the Setup > Skelegons > Rotate Skelegon.

This allows a skelegon and a weightmap to be selected, then rotated to test the deformation using a set of virtual rotation handles (the light blue handles with HPB on the ends of them) or numerically. Having this ability is a useful part of workflow when working with weightmaps.

 

 

NOTE : This can also be done in Vertex Paint (Map > Colour > Vertex Paint) to test weightmaps as well, for those with previous versions of LightWave (and LightWave 8), however Vertex paint does not display the mesh in subdivision mode.

 

In Summary...

Now the character is both rigged, and weightmapped, making it ready for setup in Layout. Note that while you may have created weightmaps in your model, you don't need to use them if you don't wish to, so its not a crime to add weightmaps 'just in case' even if you don't plan on using them later on (you can always delete them later anyway)

 

Next time...

Come back and join me in part 2 of this tutorial where I'll run through setting up the skelegons and rigging in the character without the use of the weightmaps at all. This tutorial will demonstrate some basic rigging principles, as well as show how well LightWave bones work without the need for weightmaps.

Until then...

 

About Kevin Phillips:

Kevin Phillips has freelanced, taught and worked with LightWave for many years
His passion for 3D has enabled him to get his fingers into literally every CG facet, from programming to production. He's currently working in both studio and classroom environments every week, and facilitating NZLWUG meetings every month.

 

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