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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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