Lightwave, Motion Builder Users!
Here is a Lightwave Skeleton (Skelegons) object and a Lightwave scene file for use in creating a Motion Builder compatible biped rig. All of the bones have the correct naming for use in characterization.
Have fun!
5/30/03, There was an error on the left thumb bone numerical naming. It should be LeftThumb1, LeftThumb2, LeftThumb3.
6/5/03, TyVole found an error with the thumb setup. Thanks!
Rev C adds a third thumb bone by splitting the Thumb Parent Bone. This error had no effect on characterization, but is more accurate to the MB Skeleton.
6/6/03, Thanks to Ub52 one more bug was solved with this rig. This problem has to do with Recording Pivot Rotations in Lightwave before you export the rig to an FBX file. i.e. Doing this will not bring in the translation data for the hips bone. This is the root bone that holds all of the motion in the XYZ direction for the rig.
6/7/03
Just a little more refinement in the Skelegon object. Symmety should work now and I update the hierachy in the scene file that works good with Motion Builders Characterization (Kurt30’s idea). Also every bone in the skeleton can have it’s rotation zeroed EXCEPT THE HIPS BONE.
Thanks for all of the collaberation on improving this rig. I think we have a winner now.
Version 2.3
Policarpo
TyVole
Ub52
Kurt30
TripleG
Still i´m having troubles, i adjusted the skeleton.lwo in Modeler to conform an old UT player Character (that i plan to export to UT2003), as soon as i hit Characterize i get an error message that the model needs to be facing the - Z, ok no problemo, switch over to Modeler, rotate the model with the skelegon, go to Layout export a new scene, go to MB hit Characterize again and the knees get bended backwards :hmm: