Graphics Programs Reference
In-Depth Information
Note
If you're not yet familiar with animating in LightWave, here's a hint to make your life a lot easier.
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 16-10
You activate Auto Key Create by first telling LightWave that you want Auto Key active by making
sure its button is selected at the bottom of the screen.
Then you need to tell LightWave whether you want keys created for all channels (scaling, rota-
tion, and translation), even when you only have modified only one of those channels, or if you
want LightWave to remember changes specifically for the 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.
We've got the basic components of an IK
chain in place. Now it's time to get it
working.
1.
4.
Select Goal as the goal object for this
bone, and check Full-time IK .
In a Right viewport, move the null
object called Goal up and to the left a
bit as seen in Figure 16-11.
Note
If you have Display Options | Show IK
Chains active, then the moment you set an
IK chain's goal object, a teal-colored line
appears along the length of the chain in
Layout's windows. Even viewports set to
Schematic show a line connecting the puller
with its goal.
2.
Select Bone (2) by clicking on it (you'll
find it easiest to select items by click-
ing on the item's node in a viewport set
to Schematic).
3.
Press < m >( Window | Motion
Options… ) to open the Motion
Options window for the selected item.
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