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ANGEL_OF_WAR
08-18-2005, 04:10 PM
I'm trying to build a model that has both joints that deform the mesh (much like a human knee or elbow) and also has joints that are mechanical, with no deformation of any mesh.

How can I do this in LW?

It's for a robot that has coverings over his knees and elbows, and so those must deform when he walks, but his fingers and some other parts of his body look like actual machine parts. I should be able to use a fairly standard biped rig. But I don't want all the joints to have the same properties.

Thanks!!

evenflcw
08-18-2005, 08:00 PM
Simple answer. Use 100% weightmaps for non-deforming mechanical parts (each part will need it's own bone and weightmap) and no weightmaps for deforming parts.

Bonzodogboy
08-18-2005, 11:10 PM
If you are creating a separate robot hand (and the like), you could create a separate object and parent it to the fleshy object with its own independant rig and weightmaps.

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08-18-2005, 11:10 PM
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