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The Next Step

This chapter introduced you to bones and Skelegons and showed you how to create both. You also learned how to set bone weights to control the influences of bones. In addition, you applied weights to a human hand for precise control. The weighting applies to many areas of LightWave, especially for character animation. Take the snowman Skelegon tutorial a step further and set up weights throughout the character for the hands, forearms, upper arms, legs, and so on. Load up the Poser demo and learn how you can build characters in the program and export them right to LightWave with the Poser Pro Pack.

With the basic knowledge presented here, practice setting up full characters whether they’re full humans, simple characters, or even inanimate objects like a chrome toaster—the bone and Skelegon information covered here still applies. Position bones using the Drag tool, and use the Mirror tool to copy the Skelegons. See what kind of other uses you find for these tools, creating animals, aliens, or your own fascinating creatures.


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