![]() ![]() Note: There are many different philosophies regarding rigging. It's just there so that you can see the motion of the bone in the Mimic interface. Keep in mind that you don't have to associate this weightmap with any bones in your rig in Lightwave. This weightmap will define which polys deform with the bone That is being animated in Mimic. The next step is to create a weightmap with the same name as the special neck bone we created called 'mimic'. So the key is to only animate the lower neck bone in Lightwave, and reserve the upper bone for Mimic specific animation. The reason for doing this is so that the animation data that Mimic applies to this bone won't overwrite any keyframes you may have applied in Lightwave. Without Mimic, the bone setup on the left might be an appropriate rig for the head and neck, but we're going to split the neck into two bones, one for normal animation and one specifically for Mimic. The gestures track is where Mimic applies a somewhat random animation to automatically generate blinks, as well as eyebrow and head movement. There are a couple of additional steps you should add to your rigging process to take advantage of Mimic's gestures track.
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