I think Sergio is talking about using bones, like a skeleton, to move the points in one mesh.
Each bone works like the selections set, so if the bone rotates, the vertices that it indirectly contains moves with it. Each bone may share vertices and they are called weighted vertices. So some bones can affect some vertices more than the others.
That is currently what Video Games are using to animate their 3D Characters.
I don't know if LightWave support the same bone animation that 3DS Max. I am trying to support this method on Sharks now.
I think it will work.
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