The focus of this chapter is bones, Skelegons, and proper character setup for animation. As with the previous Inside LightWave books, we won’t bore you with technical babble about theory and muscle structures; rather, this chapter discusses the following:
• Understanding bones
• Working with Skelegons for character rigs in Modeler
• Weighting characters for precise control
• Rigging characters directly in LightWave Layout
Bones are deformation tools; they deform your models so they can bend, twist, stretch, and contract realistically, without requiring all of their limbs and other body parts to be modeled and animated as separate objects. Without bones, creation of figures that move naturally ...