Hi all,
“Look into Messiah padawan” someone told me. So here I’m looking at it. I feel a strong force pulling me into Messiah.
I have to admit I quickly browsed through the docs so maybe I missed a couple pointers here and there but here’s what I’m trying to find out.
I’m working on a Lightwave project which involves a simple looking cartoon character. The character consists of a subdivided upper body with limbs, a head and eyes (Layer 2). It’s lower body (layer 1) is dead weight kinda. No limbs or nothing just a “dead object”.
Also the eyes are seperate objects consisting of an eyeball and subdivided eyelids. These have also been put in layer 2.
I used Jonny Gordon’s approach to model and setup the eyes and the mouth (as seen in his book Cartoon Character Creation - Modeling & Texturing). In LW I would animate the eyes using bones. I would not use any morphing for them.
Now onto the messiah part. Before loading the model in messiah I removed all the skelegons. In messiah I setup a simple bone deformation to run some quick tests. It all works fine. I understand that I cannot use the weightmaps I created in LW. I studied the MetaEffector tool and kinda understand how it works.
I found out I have to make seperate layers in LW modeler for both eyes to keep them from being distorted by the bones of the upper body. The eyelids and eyeballs will stretch and move during animation. In Lightwave I would use about bones for each eye to animate the eyes and eyelids.
As pointed out I know how to set this up in LightWave but I’m just wondering how this is properly done in messiah. I might be able to use the same technique I use in LW but I have a gut feeling messiah has it’s own (better, easier, more complicated (hahaha)?) way of setting this up.
Greetz, Rove.