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1Tutorials LightWave 3D LightWave [8]: Smart Skinning Empty Tutorials LightWave 3D LightWave [8]: Smart Skinning Qua Jan 26, 2011 4:06 am

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by Mike
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Tutorials LightWave 3D LightWave [8]: Smart Skinning Pixel_black


The bones system in Lightwave I've found to be
one of the fastest and most flexible bones
systems available in terms of deformations.
You have the options of controlling your bones
with weight maps, or letting Lightwave's own
bone falloffs calculate them for you, without
having to paint weight maps. It has muscle
bulging built into the bones, and this too
can give useful results. But what if you want
a little more control over how a joint deforms
as the bones rotate? What if you want the elbow
to come out a little as your wrist does a deep
bend? A technique called Smartskinning has
been developed in which you associate a morph
or a series of morphs with the rotation of
a bone, so you always get perfect deformations.
As your arm rotates to ninety degrees, it morphs
the polygons around the elbow into the perfect
shape for that amount of bend. It's possible
to set up such a system in Lightwave, and I'm
going to show you how.

First of all, this technique
is entirely produced in Lightwave's Layout, you
don't need to enter Modeler at all. This is useful
for the particular way I do this, as it means
you get to see the final result immediately,
you can use it in conjunction with some of the
other deformation tools in layout (including
the bone muscle bulge facility), and you don't
need to use weight maps on your object. As I
very rarely use weight maps, (I find them fiddly
to set up in comparison with the normal bones
system in Lightwave) this is useful to me, whereas
other smartskinning methods are Modeler and weight
map dependent. Anyway, onto the tutorial.

Load your mesh (Under the menu
Items>Load>Object), and add bones to it,
either by converting some skelegons (under the
menu Setup>Add>More>Covert Skelegons
into Bones) which you had previously set up in
Modeler or by just drawing them out in Layout
(Setup>Add>More>Draw Child Bones).

Tutorials LightWave 3D LightWave [8]: Smart Skinning SSLW8A

Select your mesh object, and
open the Item properties panel (press p). Set
the Geometry>Subdivision order to 'last'.

Tutorials LightWave 3D LightWave [8]: Smart Skinning SSLW8B

Now we're going to set up the
arm. Drag the frame slider at the bottom to frame
10, bend the elbow to a good angle (press y and
click drag the rotation handle). Key it (press
enter).

Tutorials LightWave 3D LightWave [8]: Smart Skinning SSLW8C

With one of the new features
in Lightwave 8, at frame 10 we'll create a corrective
deformation, and turn this into a morph at frame,
which won't have the bone deformation saved in
the morph.
I usually make the elbow bone use 'joint compensation'
/ 'joint compensation for parent' and 'muscle
flexing for parent' (found in the Item properties
panel (press p)) as this gives a reasonable deformation
to start with. You don't necessarily have to
use this. Interestingly, you can use negative
values in these fields which can give useful
results. Experiment with your own rig, you may
not even have to use a corrective morph!
In the properties panel, under Dynamics, Add
the SoftFX dynamic plugin.

Tutorials LightWave 3D LightWave [8]: Smart Skinning SSLW8D
Go to the operator tab, which controls how SoftFX
makes your object wobble. We don't want it to
wobble for this, so change the Operator1 map
to <none>. Click Calculate so that the
SoftFX gets the data on your object. You can
save time by setting the preview to 0 to 10 frames
so it doesn't calculate forever.

Tutorials LightWave 3D LightWave [8]: Smart Skinning SSLW8E
Okay, now the sculpting part. Go to the EditFX
tab. This is the part which allows you to edit
any points which might have deformed badly in
your mesh had you used dynamics. It acts like
the magnet tool in modeler, with some extra features.
A brief overview of it's functions are as follows.


  • Undo: Clears the last change you made using
    EditFX.
  • Editool: Activates the actual mesh moving
    part. You'll see the points of your object
    highlighted and if you click on one, you will
    be able to move it in layout.
  • Editframe: Allows you to choose whether the
    adjustment is just for the current frame, or
    just before, or just after, or for all frames.
  • Editnode: Tells you which point you have
    currently selected, and you can use the slider
    to select another point.
  • Fix: Allows you to limit the adjustments
    to a range of frames between EditStart and
    Edit End. The adjustment is faded from the
    current frame to the ends of the range.
  • Falloff: Allows you to switch between magnet(with
    a fall off), Linear falloff, Hard falloff or
    with no fall off
  • Edit Size: Allows you to choose the radius
    of the adjustment. This will affect surrounding
    points as well, just like the magnet tool,
    so if you only want to adjust one point at
    a time, make this small.
  • Edit axis: Allows you to constrain your edits
    to a particular axis.
  • Edit map: Allows you to limit EditFX's influence
    to a surface/point selection set/part/weightmap
    etc. Very useful for control.
  • Commands: Smooth or Makepath which we won't
    concern ourselves with here as they're more
    dynamically useful.

You edit by just clicking on a highlighted point,
and dragging it in LW's interface. You should
leave Editframe on the default of All frames
for the deformation to be carried back to the
start frame. If you adjust Edit size, you'll
see the current edited point display a sphere
of influence as you drag the slider.

Tutorials LightWave 3D LightWave [8]: Smart Skinning SSLW8F
Once you have achieved a good deformation for
your elbow joint using EditFX, and go back to
frame 0, the unbent arm. The EditFX deformation
will remain with the bones being straight.

Tutorials LightWave 3D LightWave [8]: Smart Skinning SSLW8G
Go to File>Save>Save Endomorph and give
it a name like 'Joint.Elbow100P' (for 100 degrees
around the Pitch). Save your object to keep the
endomorph!

Tutorials LightWave 3D LightWave [8]: Smart Skinning SSLW8H
Deactivate the SoftFX plugin by clicking the
tick next to it in the Dynamics plugin list.
Add the Deform>Add Deformation>JointMorph
Plus Plugin.

Tutorials LightWave 3D LightWave [8]: Smart Skinning SSLW8I
Open the JointMorph Plus interface, and select
the bone which will do the driving of the morph.
Activate Value1, but leave the settings as they
are. On Angle > max, set it to be Max Morph.
This means if the elbow rotates further than
90 degrees it won't go to the base shape, but
still use the maximum morph shape.

Tutorials LightWave 3D LightWave [8]: Smart Skinning SSLW8J
In Value 2, select the Bent morph and set it
to be 100% at the Angle of 90 degrees.

Tutorials LightWave 3D LightWave [8]: Smart Skinning SSLW8K
Close the panel and scrub the timeline. You
should see the morph applied as the elbow bends.
This will work with IK motion too, so you should
be able to set the rest of your character up
easily.
There you are, a morph specifically designed
for a particular joint on your mesh. And you
didn't need to go into Modeler to do it! I hope
this has proven useful to you and that you find
many more ways in which to use this technique!
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