Bones
This is a list of bones set to Reference object.
The selected bone will be the current bone, and the point selected in 3D view is laid out to this bone.
The color box displayed on the right of the list is colored in a bone color in order to distinguish
the current bone. The point belonging to the current bone is displayed in higher luminance than usual
and is displayed in a bit larger size.
And if you click on the bone in 3D window by the left button of the mouse with pressing SHIFT key,
the bone clicked will become the status being selected.
Bone Active
This is a check button for switching Active or Non-Active of bones.
The value set with Object Skelton of Layout will be the default value. Once you set PGL Play,
the active status of bones will be set in this panel thereafter.
Morph Active
This is a check button to switch active and non-active of morphing for
current point group. It becomes non-effective when there is no morph target
existing.
Influence
With Influence, the deforming method of each bone is specified.
Independent
In Independent, all the points that belong to a certain bone move along with the bone completely
independently and are not affected by any other bones. For example, when you create a human face with one object,
its eyes and tongue should move independently without affecting the polygons around them.
With setting bones to the parts that move independently and having those bones move in Independent mode,
it becomes possible to have the movement partly independent.
All Bones
The points belonging to the bones where All Bones is set are affected by all bones except Independent.
The extent of the affection by other bones is determined by Fall Off set to the bones where these points belong.
The deformation with All Bones is similar to the standard deformation of LightWave 3D with no Limited Range.
Parent and Children
In Parent and Children, only the pair of bones that is related as parent and children affect each other.
For example, in case when you set bones to a finger of a hand, the joint of the finger should be bent smoothly,
but the fingers should be set so as they will not knit together. With setting Parent and Children,
you can only have the bones related as parent and children affect each other.
So, even the points in close position to the bones can be deformed independently.
In the following images, one object is cut off to four plates, and there are four pairs of bones related
as parent and children set. Although the pairs of bones set per each color are deformed smoothly,
every plate deforms without interfering each other despite that these plates touching.
Pass Through
Pass Through exports the deformation of points as it is that LightWave 3D Layout has calculated without
making deformation by PGL. For example, when you basically want to use the movement of bones by LightWave 3D
and want to move the parts which has partially become independent in Independent mode
(such as a part of a face like eyes and/or tongue),
go ahead apply Pass Through to the bone that you want to have original movement of LightWave.
Note: If you mix Pass Through and other modes to the bones that are set to consecutive polygons,
there is the case that a joint will be produced at the border part since the calculation results run counter.
Fall Off
Fall Off specifies the extent that points adsorb to bones with the exponentiation of the distance from
the points to the bones. Though this is, basically, the same concept with Fall Off of LightWave 3D, with PGL,
this Fall Off can be separately specified per bone. Influence that Fall Off is effective is All Bone
and Parent and Children.
There are 6 kinds for the Fall Off value that can be specified with PGL -
1/Distance, 1/Distance^2, 1/Distance^4, 1/Distance^8, 1/Distance^16, 1/Distance^32.
Apply To All Bones
Apply To All Bones makes carbon copies of the value of Influence and Fall Off to all bones.
Enable PGL Play
Enable PGL Play switches on and off of the deformation with PGL Play.
Though the calculation results of the bone of LightWave are export as they are when switched off,
the parameters set in the panel are saved until Enable PGL Play is switched on next time.
Ignore inactive bones
With switching on the toggle button of Ignore inactive bones, nonactive
bones will become not to affect the deformation calculation of active bones.
When the toggle button is switched off, the deformation belonging to other
active bones will be affected though the points belonging to nonactive
bones will not be deformed.
Reload PGL File
Reload PGL File re-reads PGL files. After setting PGL Play and edit the points with getting back to PGL Editor,
the contents currently read with PGL Play and the contents changed with PGL Editor become different.
With pressing Reload PGL File button, you can update to the latest contents of PGL.