Avoiding Duplicate Bones and IK Issues in LightWave

Published on January 07, 2026 | Translated from Spanish
Image showing the LightWave interface with duplicate bones in the Layout panel and IK issues on a 3D hand.

When Your Character in LightWave Decides to Clone Itself Without Permission 👯

Diving into the world of rigging in LightWave can be as exciting as it is bewildering, especially when your digital skeleton starts multiplying like loaves and fishes. The classic duplicate bones problem has caused more sleepless hours than Netflix series.

In LightWave, as in life: it's better to do things right from the beginning than to have to fix them later.

The Mystery of the Twin Bones

When you import your Skelegons in parts, LightWave acts like that absent-minded friend who doesn't remember what you've already told them. The result: duplicate bones that complicate your rig like wet shoelaces knotted together.

Three ways to avoid this digital drama:

The IK That Went Crazy

Setting up inverse kinematics in delicate areas like wrists can turn your animation into a horror movie. The Keep Goal Within Reach and Match Goal Orientation options sometimes make small bones breakdance uninvited.

To maintain sanity (and anatomy):

Tips from a Tired Rigger

Planning rigging is like preparing a trip: forgetting something essential can ruin the whole experience. Remember:

And if all else fails, you can always say those extra bones are an experimental feature and sell your project as avant-garde art. After all, in the 3D world, persistent errors are called innovation. 🎭