Yes, build a complete rig in LightWave. Get Her working "Just Right"...
Then...
Rigs.... Importing / Exporting:
~ "MATCH" the export setting for ICLONE'S needs.
~ Make sure your "ROOTS Up Axis" matches iClone.
Hopefully you find the "Correct" settings for 3dxchange import.
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I found this on CG Society. Hopefully it helps you.
Question:
"Is it possible to arbitrarily reassign the rotation axes of a lw bone without moving it?"
Answer:
You can definately produce good rigs here but you have to think about it in a diff. manner than you do in say Maya.
As for switching Axis. --- You can change Heading and Pitch around fairly easy, but not bank. Grab your bone you want to change Rotated till the Pitch and Heading are in the right direction and Items>Pivot>RecordPivotRotation. Then fix your skinning by hitting "r" ... I know sux you have to rotate the bone to do that and thus screwing up the rest of your rig maybe. I dont know a safe way of doing it without rotating the bone. I suggest going back to skelegons and change the lollypop thing to face the way you want pitch to be and things will go much smoother. Im going to paste part of a previous post for ya dunno if it will help but i hope so. i wrote it for somebody a whle ago. Its my bible i use when riggin hehe and seems to work well. ITS mega important you do these things in the right order.
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1. Make Skelegons
Make all your skelegons in modeler dont worry about parenting at this point. (make the root 1st) the better the order you make em later it will help so you can just hit up and down arrows to walk up and down your skeleton.
2. Detail>Edit Skelegons
Edit skelegons on ALL of your bones, and make the lolly pop point in the direction you want pitch. Remember bank is always the twist of the bone and Pitch and Heading are determined by this lollypop looking thingamagig. Do this to every bone (pitch should go in the direction the joint bends the most i would say. Cause say on the fingers you make pitch the rotation that rotates your fingers then you can use "Joint Compensation" (which only works with pitch) to help with pinching when you start SKINNING
3. Convert to Bones
Put everything you want skinned on layer 1... Put ALL your bones for that skin in Layer 1.... Put any object you want parented in its own layer. Say you parent a hat to your head. Put that in layer 2 and go to DETAIL>Layer Settings and name it "HAT" so in layout you will see HAT, not Layer 2 etc. After loading up your ready to go model go ITEMS>ADD>BONES>CONVERT SKELEGONS INTO BONES... and then move to step 4
4. PARENTING
NOW its ok to parent anything But you have to make sure you parent everything at this point if you forget something and try to do it later you might run in to big problems as i did, and they are killers. So parent all face bones like eyes if you do so to the head, head to neck. Something i forget sometimes is the Collars to the 3rd back bone, or 4th whatever you prefer. Both thighbones or your twist bone whatever you do fer your legs to the hips... so after all parenting is done and your sure move to 5.
5. RECORD PIVOT ROTATION
now for everybone .. EVERY bone hehe ITEMS>PIVOT>RECORD PIVOT ROTATION i coudn't do all at once so you kinda have to do every one, one at a time. And you will know you have em all when you hit UP arrow fast on you bones and you see in the Numaric display that there are ALL 0, 0, 0 for all rotations on all bones You do this step because it Zero's out your rotation.. now if you want your back at its original spot just pick the bone and hit "n" and type 0 0 0 and woot back to original rest spot. OMG don't forget to have AUTOKEY ON. won't work without. Trust me
6. Now you can either start your skinning or continue with the rig. I think i just made my IKs here and all my little null objects and special things, like i have a null object ring around the waist and i hit that and it redirects my selection to the root, so i dont have to go looking for it and my mouse stays at my character. As for skinning read Timothy Albee's book hes perty much right on i think.