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Lightwave 2015- Volume #11- Character Rigging for Beginners

This massive Character Rigging Course is designed specifically for beginner 3D students who have never rigged a character in Lightwave or any other 3D package.lightwave_2015_vol_11_front_cover -Basic rigging concepts and principles are shown to get you up and started fast allowing you to be able to easily pose and control your characters movements with Lightwave’s powerful rigging toolset. -In this highly detailed course a Human Biped Character will be rigged using Lightwave’s traditional rigging toolset first and then using the Genoma 2 Bi-Ped Rig (Lightwave’s Auto-Rigging System). -Learn how to Use and Download 2 pieces of “Free Character Creation Software” so that you can build thousands of your own detailed characters of all shapes and sizes that you can export and use in your Lightwave projects.lw_2015_vol_11_demo_pic_06 Topics Covered: Preparing your Models, Traditional Rigging Tools,Genoma Rigging, Bone Tools, Skelegons, Weight Maps, Facial Morphs (Endomorphs), Export/Import of DAZ Studio Characters, Export/Import of Make Human Characters, Surface Editing, Character Creation in DAZ Studio/Make Human Software, Saving Rig Presets, Inverse Kinematics (IK), Arm/Foot/Head/Eye Controls, Muscle Flexing/Joint Compensation.lw_2015_vol_11_demo_pic_05 -Also learn how you can import and use beautiful “DAZ 3D” & “Make Human” Characters in Lightwave 3D. *Note: This course is not recommended for advanced-level or experienced rigging artists. *Bonus: Content Folder Included containing Scene, Model files, and Printable Pin-Up Notes/Diagrams from the tutorials.lw_2015_vol_11_demo_pic_01 Running Time:  17 hrs. 9 mins. High Quality (Screen-Res 1920 x 1080 pixels) Video Format: MP4 (.mp4) Level: Beginner $29.00 USlw_2015_vol_11_demo_pic_02
  Table of Contents for Volume #11

(Part One-Manual Character Rigging)

Chapter 1- Intro

Chapter 2- Project Overview (Part One)

Chapter 3- Project Overview (Part Two)

Chapter 4- T-Pose and Joint Pre-Bend for IK (Inverse Kinematics)

Chapter 5- Weight Maps and Skelegons Overview

Chapter 6- Foot Controls Overview

Chapter 7- Initial Model Position Set-Up in 3D Space

Chapter 8- COG Bones (Creation)

Chapter 9- Spine and Neck Bones (Creation)

Chapter 10- Pelvis and Hip Bones (Creation)

Chapter 11- Thigh, Shin and Foot Bones (Creation)

Chapter 12- Leg Skelegon’s Pitch Channel (Editing)

Chapter 13- Chest and Collar Bones (Creation)

Chapter 14- Arm Bones (Creation)

Chapter 15- Arm Pitch Channel (Editing)

Chapter 16- Hand Finger Bones (Creation)

Chapter 17- Finger Pitch Channel (Editing)

Chapter 18- Mirroring the Arm Skelegons

Chapter 19- Eye Bone (Creation)

Chapter 20- Eye Weight Maps

Chapter 21- Arm, Head, Neck Weight Map (Creation)

Chapter 22- Leg Weight Maps (Creation)

Chapter 23- Body Weight Map (Creation)

Chapter 24- Preparing Mesh and Skelegons for Layout

Chapter 25- Converting Skelegons to Bones in Layout

Chapter 26- Fall Type and Subdivion Order Settings

Chapter 27- How to Change Bone Colors

Chapter 28- Parenting Bone Chains in the Motion Panel and Scene Editor

Chapter 29- Move to Mesh to Ground

Chapter 30- Record Pivot Rotation

Chapter 31- Spine Pitch Editing using Bone Twist

Chapter 32- Joint Move Tool- Editing Elbows and Finger Bones

Chapter 33- Test Deformations

Chapter 34- Adding Weight Maps

Chapter 35- Leg Weight Map Fix

Chapter 36- Finger and Thumb Deformation Test and Fixes

Chapter 37- Leg Joint Compensation and Muscle Flexing

Chapter 38- Leg IK Set-up (Inverse Kinematics)

Chapter 39- Adding Foot Nulls

Chapter 40- Position Foot Nulls

Chapter 41- Mirroring and Parenting Foot Nulls

Chapter 42- Testing Foot Controls

Chapter 43- Foot Bone Fix

Chapter 44- Arm IK (Inverse Kinematics) Set-up

Chapter 45- Item Shapes

Chapter 46- Proxy Pick Null Creation for the COG Bone

Chapter 47- Head Control Null using “Same as Item”

Chapter 48- Eye Control Null

Chapter 49- Master Null and Animation Handle Null

Chapter 50- Item Picker and Simple Knee/Elbow Pose Control Set-Up

Chapter 51- Final

(Part Two-Bone Tools Reference Guide)

Chapter 1- Intro

Chapter 2- What are Bones?

Chapter 3- How to Create Bones in Layout (Bone, Child Bone, Draw Bone, Draw Child Bones)

Chapter 4- Bone Selection and Multi-Selection

Chapter 5- Delete Bones (Single and Multiple)

Chapter 6- How to Rest and UnRest Bones

Chapter 7- Muscle Flexing, Joint Compensation, Muscle Bulge

Chapter 8- What is FK (Forward Kinematics) and IK (Inverse Kinematics)?

Chapter 9- Renaming Bones

Chapter 10- Rename Hierarchy of Bones

Chapter 11- Copy Hierarchy Tool

Chapter 12- Mirror Hierarchy Tool

Chapter 13- Importing and Exporting Rigs

Chapter 14- Scale Hierarchy Tool

Chapter 15- Delete Hierarchy Tool

Chapter 16- UnParent Bone Button and other Parent/UnParent Options

Chapter 17- Split Bone Tool

Chapter 18- Merge Bones Tool

Chapter 19- Joint Move Tool

Chapter 20- Tip Move Tool

Chapter 21- Joint and Tip Move Multi-Select Mode

Chapter 22- Bone Twist Tool

Chapter 23- Align Pitch Tool

Chapter 24- Record Pivot Rotation Tool

Chapter 25- Bone Connector

Chapter 26- Create Skelegons (Draw, Edit, Move, Drag, Rotate, Size, Stretch, Delete)

Chapter 27- Rename Skelegons

Chapter 28- Skelegon Tree (Assign Weight Maps and Rename Skelegons)

Chapter 29- Split Skelegon Tool

Chapter 30- Bone X-Ray Mode

Chapter 31- Headlight Mode

Chapter 32- Weight Maps (Create, Rename, Delete, Clear Map, Strength)

Chapter 33- Weight Blur Tool

Chapter 34- Weights Tool

 

(Part Three- Genoma 2 Bi-Ped Character Rigging)

  Chapter 1- Intro

Chapter 2- How to Import a Genoma 2 Biped Rig Preset

Chapter 3- Editing Genoma Bones for your Character

Chapter 4- Color Wire Frame Mode

Chapter 5- Creating a Genoma Preset

Chapter 6- Exporting your Mesh and Genoma 2 Rig to Layout

Chapter 7- Update Rig Button

Chapter 8- Create Jaw Weight Map

Chapter 9- Assign Weight Maps to Genoma Skelegons

Chapter 10- Assign Chest and Eye Weight Maps to Genoma Skelegons

Chapter 11- Test Deformations and  Genoma 2 Rig Controls

 

(Facial Expressions-Endomorphs)

Chapter 1- Intro

Chapter 2- Eye Lid Endomorphs

Chapter 3- Mouth Endomorphs

Chapter 4- Smile Endomorph

Chapter 5- Phonemes Reference Images

 

(Free Character Creation Software)

Chapter 1- Where to find Make Human Character Creation Software (Free Download)

Chapter 2- Where to find Daz Studio Software (Free Download)

 

(Make Human Software)

Chapter 1- User Interface Tour

Chapter 2- How to Create a Character

Chapter 3- Importing FBX File and Make Human Skeleton

Chapter 4- Fixing Surfaces and Textures in Lightwave

Chapter 5- Final

 

(Daz Studio Software)

Chapter 1- Fixing DAZ Character Textures in Lightwave (Export from DAZ, Import to Lightwave)

Chapter 2- Removing DAZ Weight Maps

Chapter 3- How to Export DAZ Facial Morphs for use in Lightwave

Chapter 4- Adding Clothes and Hair in DAZ

Chapter 5- DAZ to Lightwave Motion Capture Plugin