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Project Overview

The focus of this chapter is bones, Skelegons (which are like bones but act as polygons that can be adjusted, split, mirrored, and so on), and proper character setup for animation. Now, rather than bore you with technical babble about offsets and muscle structures, this chapter discusses the following:

  • Bones

  • Skelegons

  • Bone weights

  • Placing skelegons in a bat

  • Character weighting

  • Bone up tags

Specifically in this chapter, you’ll see a basic bone setup and get a glimpse of how problematic bones used to be in LightWave. You’ll see how a few bones have more control than you can imagine, due to LightWave 7’s Weight Map tool. In the exercises, you’ll set up a bone structure for a full human character using the Skelegon tools in Modeler, and then you’ll take that model into Layout and give the character motion.


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