11.5 bones deforming whole model

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Old 03 March 2014   #1
11.5 bones deforming whole model

Using lightwave 11.5. I set up skelegons in modeler onto my model. Went into layout and converted skelogons to bones. When i go to animate a bone instead of it just affecting the bone chain, it affects the whole model. I have tried doing this with and without weightmaps, makes no difference.



 
Old 04 April 2014   #2
Create a weightmap for the tentacle you want to move

Create another weightmap for the rest of the mesh

Try to create a root bone, parent your chain to it.

Assign to all the bones of the chain the weight of the tentacle they must deform

Assign the other weight to that root bone

This is a provisional solution. Later, if you create bones for the rest of the tentacles create also weights for them and name it accordingly what you want they must deform.

If it helps, take a look to that NT forums thread about bones and weights http://forums.newtek.com/showthread...maps&highlight=
 
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