11.5 bones deforming whole model

Become a member of the CGSociety

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

Thread Tools Search this Thread Display Modes
  03 March 2014
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.

  04 April 2014
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=
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
Society of Digital Artists

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

All times are GMT. The time now is 05:58 PM.

Powered by vBulletin
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.