Tutorials
Lightwave : Animation Tutorials
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and Texture | Modeling
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and Basic Lightwave | Rendering
and Compositing | Non-English
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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