Added: 3 years ago
From: bugzilla2001
Views: 2,600
Sort by time | Sort by thread (beta)

Link to this comment:

Share to:

All Comments (14)

Sign In or Sign Up now to post a comment!
  • and the object is also going back on the starting position... and the light also keeps going back in the center too!! its so frustrating!!! please help :| I cant figure it out why its happening or maybe i`ve just became stupid -.- .. because i remember a few years ago i`ve been making animations in ligtwave and it was easy!

  • @OportunityChecker It really sounds like a LW 10 bug. I would contact Newtek and/or post the Lightwave scene file on the web so the users on the Newtek forum can download it and see what's causing the issue.

  • @OportunityChecker sorry little late but sounds like you have auto key on.

  • Comment removed

  • also the same is happening when: enable deform is activated but IK isn`t... then when i do activate it then the same happens... also it happens when i hit "=" ( or +) for adding new bone.... or by clicking to add new bone or new chid bone.. .. then all my bones are going back to zero on Z axis

  • Please help! something weird is happening to my lightwave 10 ! ( that was not happening in my previous version!) I just simply cannot record the resting place for bones! I make bone inactive, put it in desired place , hit R .. then when clicking enable deform it just goes back on zero on Z axis... ..

  • @OportunityChecker I actually have not upgraded to LW 10 yet. I don't believe the bone tools have changed that much so it sounds like a LW 10 bug. Make sure the time slider is at frame 0 and try setting keys for all your bones by selecting them all and pressing Enter to bring up the create key requester.

  • Scale bones "Shift+R" key -- Record mesh resting position "select bone+R" -- Copy bones "="

  • Hey men.. What is the function of the "Joins"? It's hard to find a bone's tutorial.. And would you please make a tutorial placing bones on a humanoide body? Thanks a lot!!

  • p.s. i use the modeler tool to draw skelegons in the mesh and convert them to bones later in layout is there much difference in doing that

    Anything to pay attention to?

  • I personally stay away from skelegons for several reasons. Mainly, it's easier to edit, add and remove bones in Layout and setting the orientation of the bones (which is crucial to getting your rig to work right) is crazy using Skelegons. Also, once you know them the Layout tools are much faster.

  • Ok thanks Brian, i think my problem was using scale for bones instead of Sift R

  • I got shift r to work, finally. I had been hitting shift and r at the same time, and that was only setting the rest position. I tried it again, only this time I held shift down a second before hitting r, and that worked. But, it only shortened the bone. The base of the bone remained the default size, which is too big for my characters. I'd shrunk my characters a while back, to make them their real world size. But, the default bone size is way too big for that. Should I re-enlarge my characters?

  • For me, shift r only sets the rest position, same as r alone.

  • Whew! I'm finally deforming mesh, thanks to this video. Before I tell you what I was doing wrong, here's what was right, but it didn't keep it from going wrong: I was doing the r thing right, I was enabling deformations right, and turning on the bones right. The only thing in here that was different from what I was doing is using +h for resizing bones. I made a bigger test object that I could fill with the default sized bones, and it worked. Shift r doesn't work for me. So, I'm splitting bones.

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more