165 Chapter 6 Architectural Modeling Exercise: Interior Set.. 205 Chapter 8 Organic Modeling Exercise 1: “One-Minute” Spaceship... Chapter 9 Organic Modeling Exercise 2: Character Body..
Trang 2Essential LightWave â
3D [8]
The Fastest and Easiest Way to Master LightWave
Timothy Albee and Steve Warner
with Robin Wood
Wordware Publishing, Inc.
Trang 3Essential lightwave 3D 8 / by Timothy Albee and Steve Warner with Robin Wood.
p cm.
Includes index.
ISBN 1-55622-082-0 (pbk., companion CD-ROM)
1 Computer animation 2 Computer graphics 3 LightWave 3D.
I Warner, Steve, 1970- II Wood, Robin, 1953- III Title.
TR897.7.A4215 2005
CIP
© 2005, Wordware Publishing, Inc
All Rights Reserved
2320 Los Rios BoulevardPlano, Texas 75074
No part of this book may be reproduced in any form or byany means without permission in writing from
Wordware Publishing, Inc
Printed in the United States of America
This book is sold as is, without warranty of any kind, either express or implied, respecting the contents of this book and any disks or programs that may accompany it, including but not limited to implied warranties for the book’s quality, performance, merchantability, or fitness for any particular purpose Neither Wordware Publishing, Inc nor its dealers or distributors shall
be liable to the purchaser or any other person or entity with respect to any liability, loss, or damage caused or alleged to have been caused directly or indirectly by this book.
All inquiries for volume purchases of this book should be addressed to Wordware Publishing, Inc.,
at the above address Telephone inquiries may be made by calling:
(972) 423-0090
Trang 4To the memory of my grandfather, Winston Hudson: automotive
designer, actor, director, singer, violinist, and luthier His life was
a continuous example that all things are possible for the
dedi-cated heart and the creative mind
Timothy Albee
To my parents, Charles and Dorothy, who didn’t flinch when I
told them I wanted to be an artist The greatest gift a child can
receive is the unwavering love and support of his parents You
provided that in spades Thank you
Steve Warner
iii
Trang 6Introduction xi
Chapter 1 Playing in Three Dimensions 1
3D “Space” 1
Objects 3
Virtual Lights 4
Virtual Camera 6
Chapter 2 LightWave Dissected 8
Modeler 9
Viewports and Viewport Controls 10
Current Object 13
Layers 13
Linking to Layout 15
Vertex Mapping 15
Adjustment Windows 16
Selection/Action Modes 17
Quick-Info Display 19
Modeler Toolsets 19
Modeler General Options 22
Modeler Display Options 22
The File Menu 25
The Edit Menu 25
The Window Menu 25
The Help Menu 26
Modeler Quick Menus 26
Hot Key Customization 27
Menu Layout Customization 27
Layout 31
Viewport Styles 32
Viewport Controls 33
Linking to Modeler 34
The Frame Slider 35
Frame Controls 35
Key Creation/Deletion 36
Item Selection 37
Quick-Info Display 38
The Dope Track 38
v
Trang 7Layout Menu Tabs 39
The File Menu 41
The Edit Menu 42
The Window and Help Menus 42
Layout Quick Menus 42
Layout General Options 43
Layout Display Options 44
Plug-ins 46
The Hub 46
LightWave ScreamerNet 48
Chapter 3 Modeling 1: Foundation Material 49
Points (Vertices) 49
Polygons 52
Normals 53
Planar vs Non-Planar 54
Statistics Windows 55
Grouping Polygons (Parts) and Point Selection Sets 59
Selection “Tricks” 60
Select Connected 61
Invert Selection 61
Expand/Contract Selection 61
Select Loop 62
Select Points/Polygons 62
Show/Hide Selection 63
Primitives 65
Text 66
Surfacing 67
Move, Rotate, and Scale 72
Extrude 77
Extender Plus 79
Booleans and Solid Drilling 82
Bevel and Smooth Shift 88
Edge Bevel and Super Shift 89
Chapter 4 Layout 1: Foundation Material 93
LightWave’s Camera 94
Rendering 99
Lighting 102
Step 1: Load the Base Scene 103
Step 2: Global Intensity 103
Step 3: Spotlight 104
Step 4: Why Do Things Look “3D”? 106
Step 5: Ray-Traced Soft Shadows 109
vi
Trang 8Step 6: Falloff (Atmosphere) 110
Step 7: Radiosity 112
Advanced Surfacing 114
Step 1: Chrome Sphere 114
Step 2: “Realistic” Reflections 117
Step 3: Exploring a Surface Preset 119
Step 4: More Gradient Tricks — “Realistic” Metal 123
Step 5: VIPER 126
Step 6: “Building” a Surface — Rusted Steel 127
Step 7: “Found” Textures 131
Chapter 5 Modeling 2: Additional Tools 133
EPS Import 133
Bridge 136
Lathe 138
Taper 140
Twist 141
Bend 142
Smooth Scale/Move Plus 143
Rail Extrude — Single Rail 144
Rail Extrude — Multiple Rails 149
Rail Bevel 151
Edge Tools 153
Add Edges 153
Reduce Edges 155
Remove Edges 155
Rounder 156
UV Texturing 165
Chapter 6 Architectural Modeling Exercise: Interior Set 174
Floor Plan 174
Two-Point Polyline Work 175
Chapter 7 Modeling 3: Sub-Patch Organic Modeling 197
Smooth Shift 199
BandSaw 200
Magnet 203
Pole 204
Vortex 204
Subdivision Order 205
Chapter 8 Organic Modeling Exercise 1: “One-Minute” Spaceship 208
· · · · C o n t e n t s
vii
Trang 9Chapter 9 Organic Modeling Exercise 2: Character Body 214
Torso 214
Arms and Hands 216
Legs and Feet 224
Finishing Touches 232
Chapter 10 Organic Modeling Exercise 3: Head Modeling 236
Reference 238
Chapter 11 Organic Modeling Exercise 4: Modeling a Wolf’s Head 259
Chapter 12 Modeling 4: Spline Modeling Basics 270
The “Rules of the Game” 270
Three-Curve Patches 271
Four-Curve Patches 275
Chapter 13 Spline Modeling Exercise: Kayak 278
Chapter 14 Spline Modeling Exercise 2: Modeling a Human Head 292
Poly Count and Flow 293
Poly Count 293
Poly Flow 294
Spline Modeling Pitfalls 296
Spline Modeling Tips and Tricks 297
Creating the Cage 298
Patching Tips and Tricks 335
Patching the Cage 337
Basic Detailing 344
Polygon Reduction 350
Advanced Detailing 358
Closing Thoughts 379
Chapter 15 Layout 2: Animation Basics 380
Keyframes (Keys) 380
“Motion” Graph Editor 385
Adjusting Timing 388
Previews 394
Rendering an Animation 395
Chapter 16 Layout 3: Character Animation 398
A Brief Introduction to Character Animation 398
Bones and Rigs 398
Inverse Kinematics, Forward Kinematics, and IK Booster 399
FK (Forward Kinematics) 399
viii
Trang 10IK (Inverse Kinematics) 400
What Is IK? 400
“Standard” IK Basics 400
“Standard” IK Hazards 407
“Standard” IK Rules 415
IK Booster 416
Applying IK Booster 416
Long Chain Dependability 418
IK Booster and Movement 419
IK Booster and Keyframes 419
Pose and Motion Saving and Loading 421
Quaternion Rotations 422
Keyframe Move Mode 423
Newbie Sensory Overload 424
Chapter 17 Layout 4: Special FX 425
Glow Effect 425
Glow Effect Basics 426
Fake “Volumetric Lights” 429
Lens Flares 434
Compositing 440
CG Elements onto a “Live-Action Plate” 440
Basic Explosions 449
Chapter 18 Simulations 1: HyperVoxels and Particles 459
HyperVoxels 459
HyperVoxel Explosion 459
HyperVoxel “Surfaces” 466
HyperVoxel “Sprites” 471
Particles 477
Conclusion 481
Chapter 19 Simulations 2: Dynamics 482
An Introduction to Dynamics 482
Personal Dynamics 483
Social Dynamics 483
Relational Dynamics 483
The Dynamics Community 484
Dynamic Decisions 485
Applied Dynamics 486
Collision Effects 486
HardFX 489
ClothFX 499
SoftFX 504
· · · · C o n t e n t s
ix
Trang 11Chapter 20 Simulations 3: Fur and Hair 510
An Introduction to SasLite 510
Beyond the Basics 514
Creating a Rug 514
There’s Nothing Plain about This Grassy Plain 521
Hair’s Where It’s At! 523
Refining the Beard and Mustache 528
Creating Hair with Long Hair Guides 531
Splitting Hairs to Work with SasLite’s Limits 543
Rendering the Hair 544
Long Hair Guides, the Sequel! 545
Eyelash Settings and Refinements 552
Making Eyebrows 553
Tips for SasLite Eyebrow Settings 555
SasLite vs Sasquatch 556
Time-Saving Features 556
Sasquatch’s Valuable Extra Features 559
Epilogue 565
Appendix A Plug-ins and Programs 567
Appendix B Resources 590
Appendix C LightWave’s Default Hot Keys 602
Index 607
x
Trang 12What you have in your hands is, quite
sim-ply, a collection of tools and techniques that
many professional LightWave artists use
every single day doing what we do in our
various fields The tools and techniques
explored in this book are essential to
creat-ing the caliber of imagery that you see on
film and television and in print and video
games
While this book contains no “secrets,”
per se, it does strip away the techno-babble
that plagues so many technical documents
and reveals easy-to-follow, industry-proven
techniques These are techniques that you
would eventually pick up on your own, as
did the rest of us However, the average
learning curve for “discovering” them on
your own is estimated at between five and
eight years (much less if you find yourself
hired into a studio where you are working
on actual productions)
The information in this book is designed
to get you up and running with the software
as quickly as possible The first few
chap-ters will orient you to LightWave’s unique
interface The next several chapters focus
on lighting and surfacing techniques
Sub-sequent chapters develop your modeling
skills and teach you the basics of animation
The final chapters show you how to add
“pizzazz” to your work with special effects
and dynamics simulations The files for the
tutorials discussed in this book can be found
on the companion CD-ROM When
available, both PC and Mac versions havebeen included
Obviously, the information contained inthis book may seem overwhelming, espe-cially if this is your first foray into 3D Inthe immortal words of Douglas Adams,
“Don’t panic!” This book will provide youwith a solid foundation in LightWave Itcomes from those with many years of expe-rience who still have the passion of thosenewly introduced to the art form!
From this foundation you will discovernew things, find better solutions, and gen-erally raise the bar for us all Show us thedreams you’ve got in your head, the thingsthat you wished you could always see butdidn’t know quite how to bring to life Sharethose dreams that were so exciting theykept you awake at night Share these thingswith the rest of us, post them on forums,feature them on web sites, and show them
in film festivals Help to inspire the rest of
us by sharing what moves you in wayswords can never relay!
Welcome to the path! May your journey
be one that fills you with wonder andexcitement, far exceeding what you barelydare to dream possible
—Timothy Albeehttp://Timothy.ArtistNation.com
—Steve Warnerhttp://stevewarner.com
xi
Trang 14Chapter 1
Playing in Three
Dimensions
Before we get really deep into the nuts and
bolts of the major LightWave tools, we’ve
got to make sure everyone is on the same
page about understanding the core concepts
of 3D Math and geometry figure heavily in
these core concepts, but they come into
play in such a way that they’re fun (This is
probably because when working in 3D,
math no longer represents abstract, almost
arcane, concepts In 3D, math and geometry
are almost tangible They give you
immedi-ate gratification with imagery that looks
awesome when you solve whatever
prob-lem you’re working on.)
Note
If kids were taught math and geometry with 3D (making movies or exporting animations into a public domain game engine), you couldn’t keep them away from it.
Using 3D, you not only see an immediateuse for all that nifty trigonometry, geome-try, tensor calculus, and algebra, but you
also have a lot of fun playing with it (yes,
playing)! So, as you explore this, keep in
mind that the whole objective is to havefun, explore, and play If you keep that focus
in mind, the nuts and bolts will be almosteffortless
3D “Space”
To measure any three-dimensional object,
whether it be in “real” space or the “virtual
world” of a computer, you need to attribute
to that object three dimensions In the real
world, these three dimensions are most
commonly thought of in terms of length,
width, and depth
So, a “dimension” is really just a vector (a
line that extends infinitely in each direction
from its origin, never turning and never
stopping) laid along a specific axis (the
angles that define the vector’s orientation)
Height is a dimension, just as width and
depth are But the labels “height,” width,”
and “depth” are too subjective to be used
with any certainty within the precise areas
of mathematics, drafting, or computer-aided
design Certain conventions (agreements
that, to make things easier for everyone, a
certain symbol will always represent a tain concept) were brought into play for the
cer-defining of these three dimensions as theyexist within the conceptual space of acomputer
In three-dimensional space, up and downare defined as parts of the Y axis The area
above the ground plane (defined where Y=0) is measured with positive values (like
Y=5) Below the ground plane, the Y axis is
measured with negative values (like Y=–5).
Left and right are measured along the Xaxis Space to the left of X=0 is measured
1
Trang 15with negative values, and space to the right
of X=0 is measured with positive values
Space “away from you” is measured with
positive values of the Z axis, and space
“toward you” is measured with negative
values of the Z axis
Bear in mind that like the image in
Fig-ure 1-1, your viewport (your window into
this “virtual world,” of which you may have
more than one open) may be offset from
what the computer considers
“world-space.” World-space is easy to think of as
LightWave’s “handle” on its reality No
mat-ter how you spin an object, no matmat-ter how
you rotate a viewport, LightWave will
always keep X=0, Y=0, and Z=0 exactly
where it always has been (and forever will
be) So, like in Figure 1-1, the viewport can
be rotated counterclockwise a bit and tilted
up just a bit so you can see the axes all
nicely laid out before you, but LightWave’s
handle on where +X becomes –X willnever vary
For keeping track of how an object isrotated within three-dimensional space,LightWave has taken its labels for the rota-tion axes from what you’d think of while
flying a plane: Heading, Pitch, and Bank.
Figure 1-2 is probably confusing Let metake a different angle on the concept
If you think of your hand like an airplane(I know it’s simplistic, but bear with me),heading is the axis that would change yourcompass direction, pitch is the axis thatwould raise and lower the nose of the air-plane, and bank is the axis that would getthe plane to roll on its side It may seemsilly, but for the first couple of years that Iworked in 3D, I still did the “my-hand-is-an-airplane” thing to figure out rotationaxes (Hey, if it works, don’t knock it!)