Added: 4 years ago
From: bugzilla2001
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  • HGey, I'm an amatuer-type lightwave user. You seem to know what you're doing, so I'd like to know how to adapt the IK options so that the bones move, but don't deform a rigid character like a robot. If you could send some instructions or post a video, that would be very helpful. Thanks.

  • I just wanted to say that after several months of using this leg setup, I found myself wondering how I could even animate without it. No more darned IK pop is definitely a lifesafer in my animation processes. I have so much more flexibility in my characters now and I owe you a lot of credit :)

  • what key you pressed

  • Thanks for the tutorial, I'm definitely going to have to try this setup for my characters. I just find it really painful to do walk cycles with my current setup.

  • Great tutorial!

    Question: Can you use these simple IK tools to setup a piston, connecting rod, and crankshaft animation?

    Ie, the piston pushes down, turning the crankshaft via the connecting rod.. so the connecting rod would rock back and forth as the crankshaft turns.

    Possible?

  • The new tutorial did it for me. People watching this video: bugzilla2001's Jan 7th video entitled Bone Rigging Problems in Lightwave #1 is the best bone tutorial ever made. It's done step by step, and every step is explained in detail, the way tutorials should be. bugzilla2001 beats 3D Garage, in my book.

  • I started from scratch, with a capsule object. I made it a skeleton of 5 bones, did the r thing, turned on the bones and enabled deformations. Well, it got better, the mesh only wrapped around 2 of the bones this time, instead of 1. Everbody who animates knows the answer to this problem, else they wouldn't be able to animate, like I can't. I only need one person to tell me, so I'll also know the answer.

  • Oh, right after I posted this, I did a YouTube search for Lightwave Bone Tutorial, and found your new one. I favorited it, and I'm going to watch it over and over with my layout open, working on this till I get it right. When I get it right, I'll post a comment on the new tutorial what I was doing wrong.

  • is not working :(

    i cvt skelegons into bones from modeler and parented and turn on the IK and weight maps.. but is not working, the character doesn't move with the bones

    even the bones move if i put a null goal

    what am i doing wrong :(

    Thanks~~~

  • It sounds like you have not activated the bones yet. Select all the bones and hit 'r' to activate.

    Also, use the bone tools in Layout. They are way better than Skelegons.

  • I built my first skeleton, but when I activate the bones, my character's body wraps around the headbone, and he looks like a voo doo doll of himself sitting on top of a skeleton. What am I doing wrong?

  • Sounds like you have not activated all the bones. Select the root bone, press 'r', press down arrow to select the next bone, press 'r'. Keep doing this until all the bones have been activated.

  • I saw that in your reply to Cyrielmartens and I tried it. It made no difference. I do think I may have been wrong to make his head bone the root bone. I deleted the head and neck bones and did the r thing again, and he wrapped around the upper torso bone, the next one in the hierarchy. I'm gonna try deleting his entire spine and starting it from his waste instead of his head, and maybe making seperate hierarchies for all his limbs, with seperate parents. Is there anything else I should try?

  • I'm not sure what kind of creature you are trying to rig, but making the head the root bone would only be useful for a snake. Make the pelvis the root of the heirarchy. Maybe you could post a video response since I am having a hard time imagining what the problem is.

  • I'll have to get screen capture, but I need that anyway. I'll post it in a couple days. I deleted the entire skeleton today, and started over with the root at the pelvis, and I didn't mirror anything, I made every bone one at a time, everything is connected, all bones are active. But, when I check enable deformations, he wraps around the root bone. It's even more disheartening that the experts like you are stumped. If it's something that would only happen to me, that would be so typical...

  • I went ahead and made the video response with my camera, because I haven't made up my mind which screen capture I want, and I really need to get past this skeleton problem, so I can animate. The problem with using the camera for this is I had to operate the camera, the keyboard and the mouse with only two hands, so there are some cuts in there, from when I was changing views and stuff. I'll post that response, as soon as it processes.

  • how do you turn it?

  • Can you elaborate? I'm not sure what item you are referring to turning. If you are trying to point the knee of the character, then select the hip bone and rotate it on it's heading axis.

  • what does shift+r do?

  • Shift+r will let you change the rest length of the bone (basically, allowing you to reshape the bone)

  • what do you do after this to mirror the leg in layout?

    thankx

  • Ctrl+w will bring up the Mirror Hierarchy utility. Once you have it mirrored, make sure to pitch correct the newly created bones or this setup will not work.

  • what is the hot key for IK thingy again? i pressed "m" and "n" but it didnt bring anything up it jsut highlighted some numbers in the lower left corner. is there another way to find it?

  • There is no hotkey for IK. If you have "Enable IK" (on the Setup tab) then the IK works automatically. Just move the goal object

  • im having problems with getting the ik to deform the mesh. I am sure i have pressed (r) to rest the bones and set the bone properties to (bone active), what else can i do? Great tutorial though thanks.

    martingalea123

  • Hey bugzilla,

    I really like this tutorial

    Its a big help! I wanted to try this with mesh. But something goes wrong. the IK works fine. But when i activate teh bone. the mesh pops out of place. Is there something i can do about this ?

  • This is a bug in Lightwave. There can be several causes. To overcome this, I reactivate the bones again. I select the root bone, hit "r"(for Rest Bone) and do that for each bone in the heirarchy (Press the Down Arrow key to move from one bone to the next)

  • Oh great,

    Now its working perfect !!

    Thanks al lot !! Thanks so much for making these videos ! I'm gonna watch all your tutorials !! :D

  • how did you do the 'pitch correction' what is that?

  • Awesome man, thanks. Since 9.2 my "regular" setups have been snap happy. Any tutorials on rigging a mechanical / robot character? Something where you end up using objects & layers rather then bones.

    Regardless, thanks a lot for sharing!

  • If you use object layers for animating a robot, make sure to correctly position the pivot for each layer. Or you can still use bones but create weight maps for each part of the robot and still use bones. That's what I did for my General Grievous animation.

  • Yep I did (set up pivots and parenting in modeler), But I think ill redo the rig and do a hybrid, and do the main body as one piece and use bones as you suggested, and do fingers/toes the layer way. I have expressions set up for fingers and id hate to redo all of it, lol. That way I have the ability to strech it as well for hard poses.

    By the way, if you get bored, feel free to do an arm version. I did one based off yours, but it still snaps at some spots.

    Anyway, thx again

  • great stuff easy to follow easy to set up awsome ^^, iam wondering if you know how to attach the bones to a mesh? ive tryed everything i cna think off, but the bones dont sseem to stick to thier maps, again thanks for this tutorial ^^

  • This ws really useful dude, great job.

  • thenks

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