tpe
07-28-2003, 09:08 AM
Many thanks for the great skeleton.
Some people seem to be having some problems getting it in and out of LW and MB
Here is a little how to for thoes that are having problems
You need lightwave, motionbuilder 4.x+ and the latest motionbuilder plugins and last but not least for this to work 3Ddaves LW MB skeleton rig http://www.cgtalk.com/showthread.php?s=&threadid=65961
In LW Modeler
Make character in T pose
Open 3DDave's Skeleton.lwo into layer 2
Press ctrl F5
Double click layer 2
Rename to "*skeleton"
Adjust bones to fit character in poit mode with symetry on
Save file
Select weight shade render style in perspective viewport
Select both layers
select map>weightand colour>more>bone Weights, set 0 for threashold and clip
Select some points
select the apropriate weight map
click on Map/General/setmapvalue
set the apropriate value in box 1
Repeat as necessary
save your work
Send the object to lightwave
In layout add>Bones>convert skelegons to bones
select object layer one
Shift B for bones
p for item properties
select use bones from layer 2 *skeleton
make sure scene/parent in place is active
make hips the parent of Right_Leg_Link and Left_Leg_Link (hit F1 select it hit m and select head as parent)
make Head the parent of Right_Eye and Left_Eye
Select each bone in the scene builder
hit m to bring up the bone properties
Make sure each bone has the correct weight map
set the bone to use weight map only
turn off multiply strength by rest length
Add a null called Character_Ref_Null at the 0,0,0 origin
Your character is now bacically mapped
Export to motion builder
Scene/Generics/ExportFBX
Open Motion Builder
select character from the asset brouser and dragg onto Character_Ref_Null
click on characterise
Rename the character to something apropriate "my new guy" by right clicking on the character in the navigator
Save the scene
dragg a motion from the asset brouser to the preview pain and import the motion
double click the my new guy in the navigator and select the character settings tab
change input type to character input
change input source to the animation skeleton you have just added and check the active box
Save your scene by the name of the animation
Exporting back to lightwave
Use the same scene you have open for exporting to MotionBuilder
In the navigator window select LWS:_FXB_Root_
Right click and select branch
In the key controlls window select Animation plot all properties check plot all takes and cllick on plot
from the file menue select save selection
check all the options and save with an apropriate name
In Lightwave Layout select scene/generics/mergeFXB
select the apropriate motionbuilder scene file that you have just saved
click ok a couple of times
thats about it
tpe
Some people seem to be having some problems getting it in and out of LW and MB
Here is a little how to for thoes that are having problems
You need lightwave, motionbuilder 4.x+ and the latest motionbuilder plugins and last but not least for this to work 3Ddaves LW MB skeleton rig http://www.cgtalk.com/showthread.php?s=&threadid=65961
In LW Modeler
Make character in T pose
Open 3DDave's Skeleton.lwo into layer 2
Press ctrl F5
Double click layer 2
Rename to "*skeleton"
Adjust bones to fit character in poit mode with symetry on
Save file
Select weight shade render style in perspective viewport
Select both layers
select map>weightand colour>more>bone Weights, set 0 for threashold and clip
Select some points
select the apropriate weight map
click on Map/General/setmapvalue
set the apropriate value in box 1
Repeat as necessary
save your work
Send the object to lightwave
In layout add>Bones>convert skelegons to bones
select object layer one
Shift B for bones
p for item properties
select use bones from layer 2 *skeleton
make sure scene/parent in place is active
make hips the parent of Right_Leg_Link and Left_Leg_Link (hit F1 select it hit m and select head as parent)
make Head the parent of Right_Eye and Left_Eye
Select each bone in the scene builder
hit m to bring up the bone properties
Make sure each bone has the correct weight map
set the bone to use weight map only
turn off multiply strength by rest length
Add a null called Character_Ref_Null at the 0,0,0 origin
Your character is now bacically mapped
Export to motion builder
Scene/Generics/ExportFBX
Open Motion Builder
select character from the asset brouser and dragg onto Character_Ref_Null
click on characterise
Rename the character to something apropriate "my new guy" by right clicking on the character in the navigator
Save the scene
dragg a motion from the asset brouser to the preview pain and import the motion
double click the my new guy in the navigator and select the character settings tab
change input type to character input
change input source to the animation skeleton you have just added and check the active box
Save your scene by the name of the animation
Exporting back to lightwave
Use the same scene you have open for exporting to MotionBuilder
In the navigator window select LWS:_FXB_Root_
Right click and select branch
In the key controlls window select Animation plot all properties check plot all takes and cllick on plot
from the file menue select save selection
check all the options and save with an apropriate name
In Lightwave Layout select scene/generics/mergeFXB
select the apropriate motionbuilder scene file that you have just saved
click ok a couple of times
thats about it
tpe
