Lightwave Skeleton File for Motion Builder Users

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

REPLY TO THREAD
 
Thread Tools Search this Thread Display Modes
  06 June 2003
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.
 
  06 June 2003
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?
 
  06 June 2003
Quote: Originally posted by chr1sc0le
The Skelegon rig isnt capable of using symmetry!


Symmetry should work now with Rev E.
__________________
3DDave

Last edited by 3DDave : 06 June 2003 at 03:51 PM.
 
  06 June 2003
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.
 
  06 June 2003
The rig has been updated to Version D.
__________________
3DDave
 
  06 June 2003
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)
__________________
3DDave

Last edited by 3DDave : 06 June 2003 at 03:50 PM.
 
  06 June 2003
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!
 
  06 June 2003
Thanks much for taking the time to do this!
 
  06 June 2003
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::.
www.lwita.com
 
  06 June 2003
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.
__________________
3DDave
 
  06 June 2003
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.
 
  06 June 2003
What is the box under the rig for? Can I delete it?
 
  06 June 2003
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.
__________________
3DDave
 
  06 June 2003
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.
 
  06 June 2003
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?
 
reply share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright ©2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 01:19 AM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.