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Thread: rigid IK and bones

  1. #1
    Newbie Member
    Join Date
    Mar 2003
    Melbourne, Australia

    rigid IK and bones

    Hi all,

    I'm new to 3d and posting, but here goes...

    I'm learning how to use Lightwave 7 and have hit a stumbling block. I have modeled a basic humaniod robot, with all of it elements on seperate layers. I'd like to use rigid IK for the arms and legs, and bone deformations for the torso and neck. I have poured over Dan Ablans 'Inside Lightwave 7' and although his excellent tutes cover both Rigid IK and bones respectively, they do not cover both types combined in the same model. Is it possible? or am I barking up the wrong tree. If somebody can point me in the right direction(maybe a good rigging tute on the net) I'd really appreciate it.

    Thanks in advance

  2. #2
    Worms no more! Free fun! Dodgy's Avatar
    Join Date
    Feb 2003
    You basically can go into the Motion Options for the bones and set them up like you would any other object. There's nothing complex about it. Just change the pitch/heading/bank controller (depending on what you want to affect) to IK for each bone you want ik to affect, and select a goal for the end of the ik chain. Simple.


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