Lightwave Skeleton File for Motion Builder Users

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Old 06 June 2003   #16
I final got my SN:/ from Kaydara 2 days ago dying to get started with MB. Now 2 days later I have still not been able to characterize my model.

Massaged: “Some base links are missing”.

Then I tried to open GREMLIN or ARAGOR (fully functional) - removing Character and un checking Characterizes just to Characterize back again. But no, same message: “Some base links are missing”.

Thank God I can stop renaming over and over again in Modeler, because I thought that was the problem.

Why is that - please help me, pleeeees

I use Lightwave 7.5 and everything seems to work fine when exporting.
Old 06 June 2003   #17
The Skelegon rig isnt capable of using symmetry! did you guys adjust the arms n legs individually? i have had this issue many times befroe and the only way i get round it is to mirror one side so they match the coords exactly on the oppposite side..

or is this just me thats having this problem?
Old 06 June 2003   #18
Quote: Originally posted by chr1sc0le
The Skelegon rig isnt capable of using symmetry!

Symmetry should work now with Rev E.

Last edited by 3DDave : 06 June 2003 at 03:51 PM.
Old 06 June 2003   #19
Oh! hehe theres me mirroring and renaming in the skelegon tree the whole right set of bones again.. oh well it works fine now..

great rig! best yet.. especially around the shoulder area.
Old 06 June 2003   #20
The rig has been updated to Version D.
Old 06 June 2003   #21
Version E is ready for consumption. I think all the bugs are worked out now and this one is a keeper.

(See first post in this thread)

Last edited by 3DDave : 06 June 2003 at 03:50 PM.
Old 06 June 2003   #22
Dave-- I have had a blast playing with this rig today!! I don't know how long it would have taken me to figure out what I now know without it!
Old 06 June 2003   #23
Thanks much for taking the time to do this!
Old 06 June 2003   #24
Thank U so much for this setup!!!

i have a question as a newbie in rigging :

1) do i have to prebend skelegons in modeler 4 joint rotations to use this rig, or i have to adjust only the position of bones in the Y axis, or how i have to work with my character?
Nemoid | Illustrator | 3D artist
.::Creating for you::.
Old 06 June 2003   #25
Motion Builder does not require you to "pre-bend" the leg and arms to tell the IK engine which way to bend. That has all been done for you in Motion Builder.
Old 06 June 2003   #26
Revision E wheres that available from?

Ooops i see youve updated the initial post.. thanks

Last edited by chr1sc0le : 06 June 2003 at 08:20 AM.
Old 06 June 2003   #27
What is the box under the rig for? Can I delete it?
Old 06 June 2003   #28
It was just there to convert the skelegons to bones. Skelegons by themselves don't convert to bones.

It was replaced with a null in the Rev e scene file. Download that one, it works better.
Old 06 June 2003   #29
i think its to be replaced by a reference null, but I haven't tried it.

>answered at same time

Last edited by roguenroll : 06 June 2003 at 11:25 PM.
Old 06 June 2003   #30
Thanks for the rig by the way, it's great!

Have you thought about turning that rig into an unweighted version by adding holder bones to it?
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