Tutorials
Lightwave : Animation Tutorials
Animated Tank Tread - Part 1
While working on a small project a little while ago I had to make a
tank tread and animate it, I searched around for a while to find a tutorial
to help me but didn't have much luck so, I had to come up with this.
Animated Tank Tread Tutorial Part 2
In the previous section we made a tank tread with a morph map of on
tread "step" saved in it, we're now going to use lightwave's
morphmixer and expression engine to animate it.
Basic Character Rigging Video
This tutorial is aimed at beginners. We'll be setting up this basic
character drawing skelegons in modeler with attention to smooth deformations.
The following parts in the VIP area will cover deformation tests, hold
bones, IK and a walk cycle
Camera Zoom
hile working on some routines for Visual FX for Image FX, I decided
to try one of them through Lightwave as well. This article is about that
routine. If you have ever seen a documentary on TV you have seen this
effect. The one I am talking about is when they show an old photo and
then zoom in on one section or one person in the picture.
Gravity Motion Modifier
Objects designated as "effector objects" repel or attract
the motion path of the affected object. "Effector objects" may
be any object, but null objects generally work best.
IK chaining and animation
Photorealistic fish tutorial
Inverse Kinematics In Lightwave
Before you can use IK you must first have a firm grasp of how basic
hierarchies are set up in Lightwave. Objects or bones are linked together
by means of PARENTING to form the movable joints in a body...
Meta Tips
This is a brief tutorial on a technique for use with Lightwave 5.0 metamation.
It is not necessarily the only technique, and your mileage may vary. This
technique uses an intermediate morph target to easier isolate bone influence
to selected points.
Simple Character Rigging (Part 1, Rigging)
Character rigging is a complex, time consuming, and often, a frustrating
task. There are many tutorials on character rigging out there, and each
one is slightly different. Operating from the premise that more information
and examples can only help, I'm going to present my own approach to character
rigging. I'm going to use a simple character with a minimum of bones for
clarity and to make the job even easier we're going to use Skelegon Editor,
an excellent free plugin by Harue Ohkawa.
Simple Character Rigging (Part 2 Bones)
Alright, let's drop our model into layout and convert all of these silly
skelegons into something useful. Namely, bones. Send the model to Layout
(button in the upper right hand corner.)
Slip and Sliders
Start out by opening up modeler and creating a single point. Now, create
a new morph for the point by clicking the "m" button at the
lower right of the modeler interface and selecting "new". Name
your new morph "lh.thumb" (my shorthand for "left hand
thumb")...
Using the MathMorph Plug-in to Make a Fish Swim
The purpose of this tutorial is to introduce you to the power of the
MathMorph plug-in. The math used in this tutorial is simple enough that
anyone can do it.
Ye Old Ribbon Trick
Tutorial on how to make paper go through a printing machine in Lightwave
Yer Basic Facial Setup
For the purposes of this tutorial, I’m going to use the head shown
here. I built it using a point-by-point method similar to the one
discussed in Dan Ablan’s Inside Lightwave 6, or in the "Evil
Head" tutorial. You can use any head for this, but I strongly
suggest a sub-patched model with as few patches ("polygons")
as possible – more complex models will be much harder to manipulate,
and subsequently they often won’t give you as clean of a result.
Less really is more. Notice the density of the mesh in the selected
area; this is quite a bit of data to manipulate for our facial expressions
– if we have more data here, this activity becomes progressively
more difficult.
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