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Lightwave : Reference and Basic Lightwave Tutorials


"TVLogos 101" part I

Don't let the title of this feature scare you away. While this installment, and ones in the future, will take more of a basic approach, just about any animator can find some useful information contained within

"TVLogos 101" part II

Now it's time to take things a bit further. Let's say you've successfully edited, extruded, and beveled your text. Now is a great time to define surface names for the front, back, sides, and bevels of your text...

"TVLogos 101" part III

First, we'll get into a basic anatomy of a reflection treament to achieve a metallic look. In Lightwave's Layout, you would first define a color for your surface in the 'Surfaces' panel...

Introduction to Layout

Interactive Guide to the Lightwave LayouInverse Kinematics
Forward Kinematics is the "straight forward" individual keyframe definitions made between parent / child relationships. For every movement made, a keyframe is established for each individual bone / object along the chain. The "boss" of the movement is defined from the parent item down to the child. Inverse Kinematics reverses that hierarchy to a degree by allowing the child to - a defined degree - affect the movement of its parents. In some instances, for example, a child tugs on its parent's finger and the parent's arm moves...

Lathe Tool


What is the Lathe tool? This tool will sweep a polygon around a center point, multiplying polygons along its circular path...

Layers Overview

Interactive Layers Overview

LightWave 3D For Virtual Beginners

Last time we spent the whole of our time in Modeler. Today we will focus our efforts in layout. Layout is the most unbelievable component of Lightwave. Sure, Modeler is cool with its ability to create anything your mind can imagine in terms of fully realized 3 dimensional objects, but it is in layout that the magic happens.

LightWave 3D For Virtual Beginners

Before we build our really cool grid globe we need a basic understanding of our favorite multiply function, the bevel tool. Bevel can be accessed from the multiply menu in Modeler, or strike the "b" key on your keyboard to access the numeric requester panel. Before we use bevel, we must have something to apply a bevel to.

Lightwave 6.5 Beginners Guide

Welcome to the Lightwave 6.5 Beginners Guide. This Guide was written after that the 6.5b patch was released and supports the new Interface changes etc. I will start out with an introduction to 3D in general, and if you already know the basic concepts you can simply skip this part and dive directly into the world of Lightwave. While I explain how Lightwave works we will be doing tutorials. The best way to get to know the Tools is to use them, and a Tutorial is great for that purpose.

Lightwave Modeling

This will be a multi-part article on various modeling techniques in Lightwave 5.6 (‘though almost all the techniques should work in 5.5). I also plan on showing how to setup the creature for organic animation using bones, Morph Gizmo, and MetaMation. The first and most important part of any model should be the concept sketches...

Loading and using plugins

LightWave's plugin/lscript system is simpler to access an utilize then other programs. However it is different, and bears some explaining the first time through so you aren't hopelessly looking for your plugin that won't show up in Lightwave

Modeler Introduction

Interactive Introduction to Lightwave Modeling

Modeler Viewport Overview

Interactive Modeler Veiwport Overview


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