View Full Version : Morph along Bones.

08-09-2013, 12:37 PM
I think many years ago when I first got LightWave and watched all the 9.6 videos I saw something to the effect of what I am after today, but am not sure.

So I have a many (many) segmented box in modeler, with a base morph very condensed, and an extended morph that is about as long as a path I have.

I created a hierarchy of bones from that curve and then brought it all into Layout. What I want is to animate this box morphing out but follow the path of bones that I have setup. All bones are active and they do manipulate the object when it is at 100% length, but it is not following the direction of the bones.

What am I doing wrong ?

08-09-2013, 12:51 PM
You might need to check the "Use Morphed Position" toggle in the bone properties for your object.

You can also do this with the new SplineControl setup in 11.6.

08-09-2013, 06:58 PM
I made a tutorial about this many years ago: http://www.joelertola.com/tutorials/knot/index.html

I think it was Lightwave 8 then but the process is the same now.


08-09-2013, 11:22 PM
I think I vaguely remember the tut you're talking about. If you did your bones in Modeller, in Layout go to a frame other then 0. Select all bones and zero out the rotations so you should have chain of bones down the z. "Rest" them all (r on keyboard). Jump back to frame zero and everything should be in place and your morph should move along the bones. Can't test as LW is not in front of me right now, but it was something along those lines.

08-11-2013, 03:51 PM
Ignore previous comment, can't recall the steps properly, but did remember this one, an old one but still works well: