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Tiêu đề LightWave 3D 8 Character Animation
Tác giả Timothy Albee
Trường học Wordware Publishing, Inc.
Chuyên ngành Computer Animation
Thể loại book
Năm xuất bản 2005
Thành phố Plano
Định dạng
Số trang 50
Dung lượng 1,77 MB

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6 Chapter 2 Inverse Kinematics, Forward Kinematics, and IK Booster.. 262 Chapter 11 Advanced Animation Mechanics.. 382 Chapter 18 Advanced Animation Tools.. Chapter 1About This Book This

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LightWave 3D®

8 Character Animation

Timothy Albee

Wordware Publishing, Inc.

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p cm.

Includes index.

ISBN 1-55622-099-5 (pbk., companion cd-rom)

1 Computer animation 2 Computer graphics 3 LightWave 3D I Title.

TR897.7.A425 2004

© 2005, Wordware Publishing, Inc

All Rights Reserved

2320 Los Rios BoulevardPlano, Texas 75074

No part of this book may be reproduced in any form or by any meanswithout permissionin writing from Wordware Publishing, Inc

Printed in the United States of America

ISBN 1-55622-099-5

10 9 8 7 6 5 4 3 2 1

0410

LightWave 3D is a registered trademark of NewTek, Inc.

All brand names and product names mentioned in this book are trademarks or service marks of their respective companies Any omission or misuse (of any kind) of service marks or trademarks should not

be regarded as intent to infringe on the property of others The publisher recognizes and respects all marks used by companies, manufacturers, and developers as a means to distinguish their products This book is sold as is, without warranty of any kind, either express or implied, respecting the contents

of this book and any disks or programs that may accompany it, including but not limited to implied warranties for the book’s quality, performance, merchantability, or fitness for any particular purpose Neither Wordware Publishing, Inc nor its dealers or distributors shall be liable to the purchaser or any other person or entity with respect to any liability, loss, or damage caused or alleged to have been caused directly or indirectly by this book.

All inquiries for volume purchases of this book should be addressed to WordwarePublishing, Inc., at the above address Telephone inquiries may be made by calling:

(972) 423-0090

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Foreword vIii

Chapter 1 About This Book 1

1.1Who Is This Book For? 1

1.2How to Use This Book 3

1.3The Models 5

1.4The Exercises 6

Chapter 2 Inverse Kinematics, Forward Kinematics, and IK Booster 7

2.1FK (Forward Kinematics) 7

2.2IK (Inverse Kinematics) 8

What Is IK? 8

“Standard” IK Basics 9

“Standard” IK Hazards 16

“Standard” IK Rules 28

2.3IK Booster 28

Applying IK Booster 28

Long Chain Dependability 31

IK Booster and Movement 32

IK Booster and Keyframes 32

Pose and Motion Saving and Loading 35

Quaternion Rotations 37

Keyframe Move Mode 37

2.4Newbie Sensory Overload 39

Chapter 3 Prepping Your Character for Setup 41

3.1Where Is He Going to Bend? 42

3.2Pre-bending to Help IK 45

Chapter 4 Boning Your Character 53

4.1Adding Bones to Your Character 54

4.2Spinal Controls 55

4.3Hand Controls 62

4.4Foot Controls 66

4.5Fingers 69

4.6IK System Skelegons 72

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Chapter 5 Converting, Organizing, and Aligning 85

5.1Converting Skelegons to Bones 85

5.2Organizing the Schematic into Something Helpful 89

5.3Aligning the Spine, Pelvis, and Feet 91

5.4Bone Hierarchy 99

5.5Recording Pivot Rotations 102

5.6Recording Bone Rest Information 105

Chapter 6 Putting IK and IKB to Work 107

6.1Terminating IK Chains 107

6.2Creating Goal Objects 109

6.3Activating IK 112

6.4Activating Individual Controllers 114

6.5Deactivating Individual Manual Controls 122

6.6Applying IK Booster 125

Chapter 7 Point Weighting 133

7.1Point Weighting Basics 134

7.2Beginning the Point Weighting Process 135

7.3Swapping Models and Testing Weight Mappings 148

7.4The Use Weight Map Only Option 156

7.5Finding Stray Points 157

7.6Straightening the Feet for Animation 161

7.7Putting Him Through the Motions 166

7.8Tidying Up 167

Chapter 8 Using the Controls 169

8.1The Model Itself 170

8.2Root 171

8.3Pelvis 172

8.4Spinal Bones 173

8.5Head 175

8.6Hand Translation Controls 176

8.7Hand Rotation Controls 177

8.8Shoulder Controls 178

8.9Elbow Controls 179

8.10Foot Controls 180

8.11Toe Controls 181

8.12Knee Controls 182

8.13The Fingers and Thumb 183

8.14Notes on Modifying the Setup 186

8.15IK Booster Controls 187

Fingers/Toes 188

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Knees/Elbows 190

Shoulders/Hips 191

Spine/Head 194

Hands/Feet 196

Control Order 199

Chapter 9 Life Drawing — The Next Logical Step 211

9.1The Standing Model 213

9.2The Seated Model 218

9.3The Reclining Model 220

9.4The Character and Weight 225

9.5The Timed Pose 227

9.6The “Cool Walk” 232

9.7Clickin’ Them Heels 234

9.8Batter Up! 235

9.9Life Drawing 237

Chapter 10 Reviewing Animation Basics 239

10.1Timing 239

10.2Squash and Stretch 241

10.3Gesture and Line of Motion 246

10.4Anticipation 248

10.5Drag 253

10.6Follow-Through 256

10.7Easing In/Easing Out 261

10.8Moving Holds 262

Chapter 11 Advanced Animation Mechanics 265

11.1Silhouette 265

11.2Exaggeration (“Bad” Poses) 273

11.3Snappy Animation (Modified Timings) 281

11.4Circular Animation 283

11.5Successive Breaking of the Joints 285

11.6Overlapping Action 286

11.7Entertainment Value (Presentation) 288

11.8Acting, Not Action 290

11.9The Importance of Thumbnails (Planning Your Scene) 292 11.10Pacing 295

Chapter 12 Taking a Scene from Start to Finish 297

12.1Do Your Homework 297

12.2Talk with the Director 298

12.3Scene Planning 299

Contents

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12.4Visualize 302

12.5Thumbnail 304

12.6Exposure Sheet 305

12.7Animate 305

12.8Examine 306

12.9Critique 306

12.10Revise 308

Chapter 13 Important Points for Every Scene 309

13.1Composition/Design 309

13.2Appealing Poses 311

13.3Anticipation, Drag, Follow-Through 312

13.4Weight/Timing 312

13.5Entertainment Value 313

13.6Characterization 313

13.7Character Evolution 314

13.8Storytelling/The Distillation of One Main Idea 314

13.9What’s Best for the Production (Don’t Grandstand) 315

Chapter 14 Additional Practice Scenes 317

14.1The Technique 319

14.2Life Drawing 321

14.3Scenes to Copy 322

14.4Scenes to Create 322

Actions 323

Walk Cycles 324

Scenes 325

14.5Where to Go Next 329

Chapter 15 Digitigrade Characters 331

15.1Bones 334

15.2Plantigrade Modifications 337

Chapter 16 On the Path 339

16.1Support 340

16.2Editing 341

16.3Watching Movies 342

16.4Other Studies 344

Chapter 17 Finding the Character 347

17.1Radiating Focus 349

Exercise 1 350

Exercise 2 353

Exercise 3 355

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17.2The Psychological Gesture 356

Exercise 4 357

Exercise 5 359

Exercise 6 360

Exercise 7 361

Exercise 8 362

Exercise 9 376

17.3Characterization 378

17.4Character 379

17.5The Animator’s Trust 382

Chapter 18 Advanced Animation Tools 383

18.1Dope Sheet 384

18.2Dope Track 395

18.3Motion Mixer 398

Chapter 19 Facial Animation 411

19.1Two Paths 412

Facial Riggings 412

Morph Targets 412

19.2Endomorphs 413

19.3Expression Morphs 418

19.4Asymmetry 423

19.5Re-Symmetry 432

19.6Dialogue Morphs 434

19.7“Plussing” Morphs 443

19.8Morph Mixer 444

19.9Sample Workflow 451

19.10Recycling 456

Chapter 20 Timothy Albee’s Facial Animation 459

20.1Remember Yoda? 460

20.2A Separate Program? 461

20.3FA’s Interface 462

20.4Morph Targets and FA 472

20.5Integration with LightWave 474

Chapter 21 In Conclusion 475

Index 477

Contents

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Perhaps you’re one of those people who, as a kid, sat in a darkenedmovie theater watching a great animated movie and said to yourself,

“I want to do that.”

I know I was At the time, all I could do was draw my own

“flipbooks,” as there was very little written about the technique ofanimation The big breakthrough for me came when I discoveredsomething called an “Animation Kit” at Disneyland some 45 yearsago It consisted of a simple light board, some model sheets of Dis-ney characters, a booklet on “How to Animate,” and some punchedpaper

With this animation kit, I could finally create my own animation!After seeing my first pencil tests, I was hooked My fate was sealed

I knew this was what I wanted to do with my life

Of course, my first work was quite crude; so my next task was

to find a way to learn the skills it took to become a real animator

A generation or two ago, there were no schools teaching tion About the only way to learn “the craft” was to serve an oftenlengthy apprenticeship with a journeyman animator Slowly, underthis apprenticeship, the secrets of animation would be revealed at arate designed (no doubt for job security) by those who held the fewpositions there were for animators

anima-I was lucky in that anima-I was able to study under the great master

animator Art Babbit, who animated the queen in Snow White and Geppetto in Pinocchio Art maintained that an animator should be

something of a Renaissance man He should be well-read and bewell versed in the arts, including painting, drawing, music, dance,

and films In other words, in order to portray life, you needed to

understand life In 1980, Art disliked intensely the idea that

comput-ers might someday “take over” the animation business He said ifthey did, the operator would have to be an animator He was cer-tainly right about that

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The art of animation was brought to one of its high points ing the 1940s at the Disney studios by a group of animators known

dur-as “the nine old men.” They were revered by their underlings dur-asalmost “god-like” and have since been accorded the greatest ofrespect by everyone in the industry The performances they leave

us today are among our greatest cultural treasures Their work hasserved as an inspiration to countless young students of the craft.Any serious study of animation must include the works of thesemasters

Animation has changed much in recent years A great deal ofthis change is due to a resurgence of interest in it as a medium, andthe introduction of the computer as an animator’s tool Although thework of the early computer animation pioneers was revolutionaryand impressive, I believe it was not until experienced traditional andstop-motion animators learned to use computers that the CG indus-try as we know it today was born The responsibilities of the

animator did not change when animators exchanged their pencils formice and keyboards Now they simply had a very powerful assistantthat relieved them of the burden of drawing and could quickly gen-erate perfect inbetweens But it will always require someone withthe skills of an animator to bring a character to life, no matter whatthe medium

With all this activity, there is now a great demand for the edge that created the big CG hits of today There are a few goodschools that teach animation, but of course, the quality of instruc-tion is only as good as the instructors themselves And not all ofthem have hands-on experience in the field There is nothing likelearning from someone who has been in the trenches as the author

knowl-of this book has been for many years Until recently, there has beenrelatively little written about the actual hands-on, nuts-and-boltsprocess of creating an animated performance The problem I findwith most animation books today is they give you only part of thepicture Some books on animation have emphasized only the techni-cal side Other books talk only about acting Still others concentrate

on action analysis This book represents one-stop shopping for theaspiring computer animator Not only does it deal with all the tech-nical mysteries of such things as Inverse Kinematics, but it alsoreveals all of the time-honored principles of classical characteranimation

Foreword

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In my career, I have met only a very small handful of individualswhose knowledge encompasses both the technical and the artisticaspects of animation Such a person is a rare bird indeed, and Timo-thy Albee is one of these Tim takes you step by step through all thestages you will need to bring your characters to life You have here,distilled into one book, all the skills and knowledge you need tobegin to create your own performances.

Now the rest is up to you

Tom Roth

Animator, Hercules (Hades), Dinosaur (Yar), Stuart Little,

Shrek, All Dogs Go to Heaven, Scooby Doo

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Chapter 1

About This Book

This book is for anyone who has ever had a character in their heartthat they’ve wanted to bring to life with as much fluidity, power, andgrace as can be seen in the best animated feature films This is abook for anyone who has wanted to become an animator but hasn’tgone to Sheridan College in Toronto or CalArts in Valencia This is abook for animators who have progressed as far as they can on theirown and want to hone their skills to the level of feature-quality ani-mation This is a book for feature-quality animators skilled on othersoftware platforms who have a project that requires them to useLightWave

This is the book I wish had been available when I was startingout as a LightWave animator

This is not just a book on how to set up and point weight ters It is not yet another book that covers the same basics thatnearly every other book on animation presents as “all-there-is-to-know.” This book covers the complex animation mechanics that arelocked inside every beautifully animated scene but that are difficult tounderstand until someone shows you how It took many gifted peoplewith careers in animation going back over 30 years to show me what

charac-I hadn’t learned in school or in the books charac-I’d read charac-I’ve taught manypeople who’ve worked for me on projects ranging from films to videogames how to see, understand, and internalize these techniques andsubtleties It is my goal in this book to pass this information on to a

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much larger audience, and by doing so, raise the level of animatorsand the way others perceive animators all across the board.

Animation is an incredible art It encompasses so much cal and artistic skill that in my experience, nothing else comes close

techni-to the impact it has on the artist or the viewer We’re moved bygood animation in a way we can’t explain And there are those of uswho are so touched by it that it consumes us and we have to make it

a part of ourselves We give our lives to it And once we finallyunderstand how to breathe life into these ideas and archetypes wehave had deep within our own mind’s eye, there is no better place to

be than in the space that is created when you’re animating

When you’re working on a piece, time drops away And it’s notlike working on a painting where the characters never move You’reworking on a “drawing” that lasts through time; you’re drawing infour dimensions Your characters evolve ever so slightly from thebeginning to the end of your scene, and they begin to breathe life oftheir own This only happens, however, when you know the simpleand complex mechanics of animation so well that they become apart of you; you don’t have to think about them and you can just letthe scene flow out through you

We, as computer animators, have a much bigger challenge thantraditional animators Sure, the computer takes care of perspectivefor us, and we don’t need an army of inbetweeners and digital inkand painters to see our work in the smoothness of animating on

“ones” (a new image on every frame) and the beauty of brilliantcolor But we do have issues and problems that traditional artistshave never had to think about I don’t think it’s ever been on recordthat a pencil has frozen or crashed and erased a stack of drawings

— a day’s work — because the animator forgot to save Traditionalanimators don’t also have to be “technical directors” and understandhow to build setups that let them be creative, rather than fightingthe computer every step of the way They don’t have to figure outwhy even though their character’s hand is still flat on the table, hisarm is now sticking straight out behind him More often than not,

we as computer animators have had to learn how to cope with all ofthis on our own, even if we did go to school for it

This book is here to give you the tools you need to stop fightingthe computer It is here to let you learn and internalize the thingsthat make animation come to life so your evolution as an animatorcan really begin This is only the first step, but it is a first step from

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the point of view of feature-quality animation, and that is what willmake all the difference in the world.

Yes, this book focuses on LightWave, and the sections on acter setup show step by step how to use LightWave’s InverseKinematics (IK) to build strong, dependable setups you can use forany character you envision But even if you are using another pack-age, if it supports a strong, dependable IK engine, the informationwill help you all the same The buttons may be different betweenpackages, but IK is still IK What separates 3D packages in terms ofthose that are good for character animation and those that aren’t isthe solidity of the package’s IK engine LightWave has one of thebest — quietly and without hype (If you are using another softwarepackage, I’d suggest trying LightWave; you might just be pleasantlysurprised I’ve used all the major packages on projects from featurefilms to video games, and I keep coming back to LightWave I’veamazed motion technical directors with how much more powerfulthe setups on LightWave can be than on packages costing manytimes more.)

char-Everything else in this book will be directly useful to youregardless of what 3D software you’re using (even if you’re animat-ing on paper)! Whether you are a traditional animator or computeranimator, you must first and foremost be a good animator Under-standing the mechanics of animation, both the simple and complex,should be your primary goal The computer provides the tools; youprovide the force that drives them

This book is broken down into sections Each section deals with adifferent aspect of the character setup and animation process Ifyou’re like most folks out there, you want to learn as much as youcan about all parts of this gig That’s great! This book will covereverything you need to know to take your model, set him up for ani-mation, learn the controls that make him move, and get him movinglike a character that should be on the big screen

If you’re only interested in one aspect of this process, that’sokay too! In today’s high-end studios people are highly specializedand oftentimes an animator won’t know anything about modelingand is happy to keep it that way If your focus is on learning to

Chapter 1: About This Book

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become a better animator, and that’s it, the latter sections will giveyou all you need to know There are scenes you can load that haveall your setups and props made for you so you can jump rightinto bettering your skills as an animator.

If you want to be a better technical director and you don’t reallysee yourself as having to ever animate a scene, the sections you’ll

be most interested in are the ones close to the front of the book.Pre-bending, boning, IK, and point weighting are all covered there.Then there are those who are already masters at one aspect butwant to get a handle on the others This is a really good idea

because then you’ll understand the issues those on the “other side”have to deal with, and if you’re a hot-shot animator, you’re muchmore likely to treat a TD with understanding if you know what ittakes to get that character set up the way it is, and vice versa Foryou folks (and the people new to LightWave from another package),there are two things you’ll want to keep your eyes open for: NewbieNotes and Newbie Blocks

Newbie Note:

Newbie notes are short little blips that give bits of information

that you might not be familiar with, things to watch out for,

and the like.

Newbie Blocks

These are longer sections that will help you to get up to speed if youknow Modeler but not Layout, or the other way around, or if you’renew to LightWave from another package Those of you who know how

to get around inside these modules can most likely skip right overthese blocks Newbie Blocks are here so you don’t have to break yourflow of concentration by turning to the LightWave manuals There’s noway for me to cover everything in these blocks, just the basics It’s myattempt to eliminate a bit of the frustration I remember trying to make

an origami model when the book left out some important step because

“everyone” was supposed to know it already

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1.3 The Models

This book ships with a CD that has models and test scenes on it.You’re welcome to use the models for your own work; that’s whythey’re there! (Not everyone is a modeler, right?) But if you do useone or some of the models, please give credit to the guy who builtthem for ya Doesn’t have to be much, just a passing nod — that’sall I ask

So, there are a couple of human characters on the CD for you tostart creating character interaction There are also some cartoonycharacters for you to squash and stretch to your heart’s content.(There’s also a realistic animal, if you’re feeling daring I have to tellyou, though, quadrupedal animation is enough for a book untoitself.) Use these and have fun! Create some wonderful animationsthat’ll look fantastic on that demo reel of yours! The exercises inthe book will show you how!

Chapter 1: About This Book

Note:

Notes, on the other hand, are things that everyone should watch

for Notes are things that might help you right away, or they may

be things that you’ll keep in the back of your mind for a time later

on down the road They’re bits of information that I’ve picked up

along the way that will probably help you too.

Advanced Note:

Advanced notes are for the hard-core group These are for people who like to pull things apart to find out how they work These are

for the folks who aren’t satisfied with just using something that

works; they want to know how it works and how they can modify it

to suit their needs You know who you are and these notes are for you.

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1.4 The Exercises

This book is full of exercises, from life drawing in 3D to analyzinganimation Please take the time to do every one There may bethings you’ve already encountered, especially in the chapter on thebasics of animation, but treat each exercise as though it were ascene you’ve been assigned that will eventually be reviewed by adirector (and his entourage) Never knowingly leave anything wrongwith your scene Even if it is something rudimentary, like havingyour character getting up out of a chair or swinging a baseball bat,give that scene feeling, let your character have a reason for being inthat chair at that moment, and let that reason show through in theaction Like Degas, show a moment in time Let it seem that yourcharacter existed before the scene began and will go on after thescene ends In treating each scene like this, your animation skillswill grow further and faster than you ever thought possible

It is my greatest wish that you’ll use this information to becomethe animator you’ve always wished you could be Though I cannotpromise to respond to every e-mail, if you have a movie of a scenethat you’re particularly proud of, pack it up as small as possible(and still have it readable) and send it my way (TimothyA@

ptiAlaska.net); I’d love to see it If I can, I’ll make comments on itand get them back to you Hopefully, in the not-too-distant future,I’ll be watching for your name in the credits of a cool animatedpiece!

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Chapter 2

Inverse Kinematics, Forward Kinematics, and IK Booster

What the heck is a “kinematic”? Why would anyone care whether it’s

“forward,” “backward,” or somewhere in between?

Kinematics refers to the study of mechanics concerned with

motion Where 3D animation is concerned, kinematics defines theway in which you manipulate a system of hierarchical (parent/child)items

Forward Kinematics (most often referred to simply as FK) is the “old

reliable” way of animating It is labor-intensive, but there are no prises — everything that’s in an animation must be put there, onpurpose, by the animator

sur-With FK, if you wanted to make the tip of the character’s

“forearm” reach the null object (represented as the “+” in Figure

Figure 2.1 Forward Kinematics Here, you see a hierarchical set of bones that could easily be

a character’s bicep, forearm, and hand.

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2.1), you’d have to first rotate the bicep and then the forearm, ate how close you got to your objective, and then refine.

evalu-As you can see in Figure 2.1, the tip of the forearm overshootsthe null I’d have to go back and tweak the rotations of the bicep andforearm again and again (and probably again)

As you can see, there are no surprises in this kind of animation

— everything that’s done must be done on purpose by the animator,and as such, it is a painfully slow way to work all the myriad of

bones that make up a character’s rigging (skeleton).

Inverse Kinematics (IK) uses an exacting set of calculations to figure

precisely the rotations that need to be applied to each item within ahierarchical system in order to have the system strive to have itspuller remain in constant contact with its goal

ges-Figure 2.2 Inverse Kinematics.

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“Standard” IK Basics

I’m saying “standard” IK basics here because LightWave’s IKBooster is as much an advancement on IK as IK itself was on char-acter animation back in the early ’90s It’s important to know howstandard IK works and is set up because I’ve found IK Booster to beput to its best use when it supplements standard IK, giving you thebest of both ways of working

Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster

Note:

Not all IK is created equal! IK requires very precise calculations in

order for it to workdependably In this, LightWave’s precision

floating-point mathematics engine, which keeps its calculations

accurate to many places to the right of the decimal point, makes

it one of the best packages for character animation.

Other software may have great salesmen, but LightWave has

it where it counts, “where the rubber meets the road.” Thanks to

LightWave’s robust IK, which is dependable and predictable in

every situation, I was able to do nearly ten times the

feature-quality animation per day as is expected from feature animators

using other packages.

Figure 2.3 IK in action, driving the positioning for a character’s arm.

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We’ll be driving our character’s motion with bones eventually,

so let’s use them to explore a standard IK setup Bones in Wave need to belong to an object, so we’ll need to first create a nullobject to which they’ll belong

Light-1 Click on Items|Add|Null, and a requester window opens up,

asking what you’d like to name your new null object Press

Enter (or click OK) to leave the null object’s name “Null.”

(See Figure 2.5.)

Note:

You may want to change your viewport layout to allow for multiple views on your project at once (as opposed to the single viewport that is LightWave Layout’s default) I find this helps me get a better handle on items’ true positions and rotations in 3D space.

Under Edit|Display Options, you’ll find the Viewport Layout ting I’ve experimented with a lot of options and have settled on 2 Top,

set-1 Bottom as my current favorite.

Make sure you have one of your viewports set to right by selecting Right (ZY) from the view’s View Type list (This will let us more easily work with the bones in this simple example.)

Figure 2.4

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2 Click on Setup|Add|Bone, and a requester window opens,

asking for the name you’d like for your new bone Accept thedefault name of “Bone.”

Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster

Figure 2.5

Note:

Null objects are one of the handiest little things in 3D CGI They are

“placeholders,” treated by LightWave with all the respect of a “real” object that has geometry, without taking up any memory or hard

drive space Null objects don’t show up in a render or cast shadows (and like vampires, don’t show up in reflective objects either).

Nulls are super-handy when you want to have a “handle” to

move a bunch of different objects, lights, and/or cameras at the

same time, and they’re perfectly suited for the job of being agoal object in an Inverse Kinematic system.

Figure 2.6

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3 You can add a second bone that is automatically set to be thechild of the first, automatically positioned at the exact tip of

the first bone, by clicking Setup|Add|Child Bone (or by

pressing the <=> key) Again, a requester window opens,asking for a name for this new bone And again, accept the

default name of “Bone.” This new bone will be our puller for

“Bone (2)” in the Current Item list (and in Sche- matic views and Scene Editor windows) When there are two similar items with the same name in a scene, LightWave auto- matically adds temporary, sequential numbers to the similarly named items These numbers go away if/when you choose to rename the item (which you can do by choosing Rename from the menu that opens when right-clicking on the item in a Schematic view or Classic Scene Editor window, or by choosing Items|Replace|Rename).

Figure 2.8

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4 Use Items|Add|Null to create another null object, but this time, name the null Goal This will become the goal object

(target) of our simple IK chain

Chapter 2: Inverse Kinematics, Forward Kinematics, and IK Booster

Figure 2.9

Note:

If you’re not yet familiar with animating in LightWave, a hint to make your life a lot easier is to have Layout automatically create keyframes for you whenever you move, scale, or rotate an item (as opposed to having to press Enter or click Create Key every time you want Layout to remember an item’s scaling, rotation, or translation on a particular frame —keyframe).

Figure 2.10

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5 Working in a Right viewport, move the null object you’ve justcreated and named Goal up and to the left a bit as seen here.

Select Bone (2) by clicking on it (you’ll find it easiest to select

items by clicking on the item’s node in a viewport set to

Sche-matic) Pressing <m> (Window|Motion Options…) opens the Motion Options window for the selected item Select Goal

as the goal object for this bone, and check Full-time IK.

You activate Auto Key Create byfirst telling LightWave that you

want Auto Key active by making sure its button is activated at the tom of the screen.

bot-Then you need to tell LightWave whether you want keys created for

all channels (scaling, rotation, and translation), even when you have

modified only one of those channels, or if you want LightWave to

remember changes only for the specific channel type that has been modified.

You make this choice under Edit|General Options|Auto Key Create Both settings need to be active in order for LightWave’s Auto Key Create function to be active.

Figure 2.11

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