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7/8/2003 Start putting the bone into Alpha, using Lightwave 3D. In order to make the animation of the character to become effective, the use of an option "Bone" is required. Firstly I constructed the bone by creating "Skelegon" in the modeller section. When it is transfer into the layout, then I will convert it into bone. |
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| Skelegon is built within the modeller before being converted as a bone in layout section. | ||||||||||||||||||||||
| Then the components of the character alpha will be assigned by "weight map" in order to allow particular component to be influenced by particular bone. This is a kind of "trial and error" process that any mistake would result in creating distortion effect during the animation. Thus each weight map is titled as following example.......... | ||||||||||||||||||||||
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1) Upper Body
(2), influence the bone that is set at the upper part of the body.
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2) lower_body(2),
influence the lower bones
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| 3) left_upper arm (2) | 4) Left lower arm (2) | |||||||||||||||||||||
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5) R_upper
arm (test)
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6) R_lower
arm (2)
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| There are also other weightmap within this character, and the reason why I called them in unappropriated order due to my trial and error test within assigning the order of each weight map (it is also unfortunate that I can not delete some of that weight map that I don't want to use). | ||||||||||||||||||||||
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After I have assign the weight map with the bone, the result can be quite satisfy although some part may appear to be unnatural but this could be solve simply by setting up the position of the angle. Here it is my Alpha with the proper bone set up. You can save my picture and keep them if you like it (it took quite a while to set up the position of each bone. Any mistake could result the "undesirable distortion" of the figure) |
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