Part 1 - This covers the basic technical details of how LightWave’s joint and bone systems relate to the system present in MotionBuilder (and other packages), showing you the different options for setting things up to be properly compatible, and also explaining how these issues affect your work inside LightWave itself.
Part 2 - This covers the actual exchange of rigs and animation data between LightWave and MotionBuilder... Getting your characters setup and posed, and exported from LightWave, bringing them into MotionBuilder for retargeting, and bringing the result back to your LW rig.
Part 3 - This looks in more detail at some of the LightWave specific tech details that are important for getting the correct skeleton structure for MotionBuilder (or others) to recognise, as well as specific details to make sure motion loading works properly. It then moves onto details and changes in the process when dealing with FBX exchange using LightWave 10.0.
Part 4 - This guides you through getting characters into, and out of Animeeple for those without access to MotionBuilder. This exchange process requires LightWave version 10.
Part 5 - This covers issues surrounding weighting and deformation and the differences between how they work in LightWave and other packages, as well as showing how to work with them to get them behaving as you want in your pipeline.