Question when converting Skelegons to Bones


#1

Hello,

Returning to use Lightwave and re-learning some stuff. I have this question:

When you create a rig for a character starting with skelegons and then converting to bones in Layout, the bones are created with their axis rotated so for example, you have to use the ‘heading’ to raise a leg instead of the ‘pitching’ control.

I only found a rather complicated method for solving it which involves duplicating the character, doing some rotations and swapping bones, other people mention that it’s as simple as using the ‘record pivot point’ or setting the ‘rest rotation’ to ‘0’ and ‘recording the rest position’ , etc… but this 2nd solution seem to be missing something since I was not able to make it work.

Thank you in advance for any help.


#2

When you create the skelegons in modeler you have tools available there to orient the
skelegon headings. Doing it within layout will only lead to madness.
While in Polygon select mode, select a skelegon item and then run the
“Edit Skelegons” plugin. Handles will appear that you can manipulate rotation of the skelegon with.

Here is a link to a lwo file of a skelegon that is supposed to be named and setup to work
within Motionbuilder.

Skelegon for motionbuilder


#3

I’m re-learning a lot of stuff. I’m using ver 7.0 Will check what you mentioned unless you’re thinking of a newer version. Thank you for the response and for the link.


#4

also pay attention to the fact that when you draw skelegons, drawing them in the correct viewport serves to orient em correctly since the start.
so you don’t have to fix them later.
in layout then, after you convert skelegons to bones you have bone tools to fix small things. (but i’d not fix rotation there however,even if possible. only lenght /split some bone if required and so on)


#5

Using the ‘edit Skelegon’ solved the problem of the rotation channels.

Thank you !

Makes me wonder why it’s not mentioned on the book(s) that I was re-reading which are for my version of the software (7) instead of the complicated methods they describe there.


#6

what book were you using, btw? Dan Ablan one?

i do advice you wordware books. they are more specific, and worth the buy.
[[color=Yellow]www.wordware.com](http://www.wordware.com/lightwave/)
[/color]


#7

Yep, “Inside Lightwave 7” and another by T Albee “LW7 Character Animation”, this is the first ‘flaw’ I find in these books since their methods were complicated or noon-working for something that ended up been simple to solve. go CGTalk

:slight_smile:


#8

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