Lightwave 2015- Volume #11- Character Rigging for Beginners
(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- IntroChapter 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