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Understanding skelegons and when to use both skelegons and bones

From: LightWave 10 Essential Training

Video: Understanding skelegons and when to use both skelegons and bones

Bones in LightWave Layout can deform an object. You set them up directly in layouts to manipulate something so it has a little more life to it, but you can also set up bones in Modeler and when you do that, they're called skelegons. So let me just show you,. If I take just a simple disc object right here like this and I jump to another layer and I hit the background layer for that first object, I can go under Setup and here's this section called Skelegons. I can say Create Skelegons and what that allows me to do is literally click and draw out a bone right in LightWave Modeler.

Understanding skelegons and when to use both skelegons and bones

Bones in LightWave Layout can deform an object. You set them up directly in layouts to manipulate something so it has a little more life to it, but you can also set up bones in Modeler and when you do that, they're called skelegons. So let me just show you,. If I take just a simple disc object right here like this and I jump to another layer and I hit the background layer for that first object, I can go under Setup and here's this section called Skelegons. I can say Create Skelegons and what that allows me to do is literally click and draw out a bone right in LightWave Modeler.

So I can very easily just create two bones just like that, just by clicking and drawing them out. Well, why would I do that in Modeler? Well, there's a number of different reasons. Skelegons in Modeler can be animated in Layout. They can also be edited in Modeler. It saves you the effort of setting up multiple bones in Layout and changing your configuration. You could simply jump back in LightWave Modeler and have these bones always part of the object that you can treat kind of like polygons. So like this. I can go to Modify, I can choose Drag, and I can click right on one of these bones and move them around like that, because those points act like typical vertices, and I can very easily shape my bones directly in the LightWave Modeler and keep them as part of my object.

When I save this, and I'll just put it right on my Desktop as a dummy because we're not going to keep this. We have a better project for you. When I send object to Layout, there is two things I need to know about skelegons. Number one, they will live on this other layer, so I have my object in one layer and my skelegons in another layer. But in order to get them to show up and be useful, I need to come over here to my Setup tab and I need to convert those into bones. It's kind of an important thing. And in order to do that, we'll come down here to Add and we will say Convert Skelegons into Bones.

Down at the bottom it tells me two bones were created and to see them I can come up here to this little tiny dropdown at the top of the layout and say Bone X-Ray Mode, and now I can see those within my object. Well, what does that do for me? Well, if I select one of these and I choose Rotate, well, I can rotate it around but it doesn't deform my object. That is because bones need to live within an object and while these are part of the same object, but they are not derforming it and that's because they are in another layer. All I need to do is take the object itself, press M for Motion Options, and I can see here that there is no parent item, and if I look at the bones, you can see that Bone 01 and Bone 02, well, they are parented to dummy:layer2 and that was all set up in LightWave Modeler.

So really the best way to do this is to take one of these bones and tell that to be used for that object. So this object right here, if I go to Bones for it, notice that it says None. If I press M for Motion Options and hit Properties, I can tell this object Use Bones From layer2, and layer2 is where my skelegons live. And notice as soon as I do that, the object actually becomes active and I can take that bone and move the object around. Now, it sounds like a little bit of work and sometimes it is to use Skelegons.

Because you do have to create them in Modeler, bring them to Layout, convert them, tell the object to use the bones from that particular layer. The advantage, however, is that I can go into Modeler at any point and those bones will always be part of that structure. So let's say I was working as part of the team and I needed to create a full model with the bone structure. I can send that to my colleague, who can then go ahead and edit it and continue on. I don't have to send him the whole scene file with the bone setup. I could send him just the model. I can very easily slice those bones in Modeler.

I can split them, and if you go to the Setup tab, there is a number of different tools that allow you to Rotate, Slice, Add, and Continue to build upon them. A little bit more difficult to do that in Layout. The choice is really yours, whether you want to use skeletons in Modeler or bones directly in Layout and a lot of it is going to depend on the type of project you are doing.

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This video is part of

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LightWave 10 Essential Training

83 video lessons · 5215 viewers

Dan Ablan
Author

 
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  1. 4m 22s
    1. Welcome
      49s
    2. Using the exercise files
      1m 30s
    3. Working with projects and setting the content directory
      2m 3s
  2. 46m 20s
    1. Understanding the LightWave 3D interfaces
      1m 50s
    2. Exploring the Hub
      1m 54s
    3. Understanding 3D space
      1m 13s
    4. Working in Modeler
      6m 49s
    5. Working in Layout
      4m 48s
    6. Selecting elements
      5m 31s
    7. Identifying the elements of a 3D model
      5m 26s
    8. Using the Numeric panel
      3m 10s
    9. Using layers
      8m 38s
    10. Using the Statistics panel
      2m 52s
    11. Working with menu and keyboard configurations
      4m 9s
  3. 22m 49s
    1. Working with geometric shapes
      4m 21s
    2. Using Extrude
      5m 11s
    3. Building with Bevel
      3m 47s
    4. Working with Polygon Bevel
      6m 4s
    5. Editing polygons
      3m 26s
  4. 34m 37s
    1. Understanding subdivisional surfaces in LightWave
      3m 20s
    2. Comparing Subpatch with Catmull-Clark subdivisions
      2m 18s
    3. Creating a basic model
      4m 27s
    4. Beveling with subdivisions
      3m 50s
    5. Adding detail to models
      6m 39s
    6. Deforming and shaping objects
      7m 13s
    7. Recapping subdivisions
      6m 50s
  5. 48m 42s
    1. Working with EPS files
      3m 24s
    2. Correcting EPS errors
      6m 13s
    3. Creating 3D text objects
      8m 1s
    4. Building objects with curves
      10m 6s
    5. Exploring Rail Clone methods and uses
      5m 13s
    6. Exploring Rail Extrude methods and uses
      2m 49s
    7. Modeling with Array
      4m 42s
    8. Using Symmetry
      8m 14s
  6. 56m 24s
    1. Understanding the Surface Editor
      10m 56s
    2. Comparing the Surface Editor and the Node Editor
      5m 12s
    3. Creating surfaces for polygons
      5m 11s
    4. Editing surfaces
      4m 39s
    5. Understanding the Texture Editor
      6m 22s
    6. Looking at image map textures
      4m 29s
    7. Using procedural texture options
      7m 40s
    8. Adding bump maps for realism
      4m 39s
    9. Enhancing surfaces with specularity and glossiness maps
      2m 43s
    10. Creating a reflective surface
      4m 33s
  7. 42m 2s
    1. Building 3D scenes
      1m 26s
    2. Importing, loading, and working with objects
      8m 29s
    3. Organizing a 3D scene
      8m 48s
    4. Working with different light types
      9m 25s
    5. Lighting a 3D scene
      6m 39s
    6. Employing environmental lighting
      7m 15s
  8. 22m 27s
    1. Understanding LightWave cameras
      8m 25s
    2. Setting up a camera in a scene
      7m 6s
    3. Placing multiple cameras
      3m 27s
    4. Animating cameras and camera elements
      3m 29s
  9. 38m 23s
    1. Understanding the Timeline
      3m 9s
    2. Adding and controlling keyframes
      6m 9s
    3. Fine-tuning keyframes in the Graph Editor
      8m 44s
    4. Using motion plug-ins to enhance keyframes
      5m 15s
    5. Animating textures
      7m 37s
    6. Enhancing scene animation with displacement maps
      7m 29s
  10. 36m 58s
    1. Introducing particles
      7m 29s
    2. Creating a particle animation
      7m 21s
    3. Working with Hypervoxels
      9m 6s
    4. Going a step beyond with particle animation
      8m 8s
    5. Replacing particles with items
      4m 54s
  11. 21m 58s
    1. Understanding dynamics in LightWave
      1m 27s
    2. Setting up a dynamic scene
      4m 21s
    3. Animating cloth
      2m 39s
    4. Building collisions
      6m 16s
    5. Creating a hard dynamic scene
      7m 15s
  12. 27m 30s
    1. Understanding bones
      3m 14s
    2. Understanding skelegons and when to use both skelegons and bones
      4m 4s
    3. Placing bones in an object
      6m 10s
    4. Fine-tuning bone placement and activating bones
      3m 51s
    5. Setting up Inverse Kinematics
      6m 37s
    6. Working with rigged characters
      3m 34s
  13. 21m 32s
    1. Understanding resolutions and rendering
      2m 21s
    2. Setting up a render project
      6m 50s
    3. Determining the proper anti-aliasing filter
      4m 24s
    4. Rendering to movie files vs. image sequences
      7m 57s
  14. 4m 8s
    1. Exporting an object
      2m 13s
    2. Exporting a full scene for backup
      1m 55s
  15. 1m 0s
    1. Final thoughts
      1m 0s

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