Modeler Display Options The Display Options window is accessible through Edit | Display Options.. Figure 2-46: Modeler’s Display Options window... One important thing to make note of is
Trang 1The Symmetry action mode is one of the
handiest things to come along in LightWave
since its integration of OpenGL With
Sym-metry active, what you do to the right side
of your model is automatically mirrored to
its left side!
Note
Symmetry is a great tool, but to use it, you
must be immaculate in your modeling skills.
Symmetry only works when what is to the
left of X=0 is an exact mirror of what is on
the right of X=0 — just being close won’t do
a darn bit of good (You can always mirror
your model if things get really out of whack.
There are also free “symmetry fixers,” but
they still require a fair amount of attention
to get things back on track.)
If you are planning to make something
that is symmetrical, start out with your base
form perfectly centered along the X axis, and
always make sure you have Symmetry active
when you are sculpting.
An odd thing about the Symmetry function
is that with it active, if you move something
with your mouse’s focus to the left of X=0,
its effect along the X axis will be
“backward.”
Action Centers
It’s easiest to understand action centerswhen thinking about rotating somethingthat you have selected
• Action Center: Mouse — Wherever
your mouse is positioned becomes the pivotaround which your selection is rotated
• Action Center: Origin — When you
rotate your selection, the rotation will becentered around X=0, Y=0, Z=0
• Action Center: Pivot — Your
selec-tion will be rotated around where you haveset that layer’s pivot point to be
• Action Center: Selection — The
rotation will be centered right in the middle
of your selection
Figure 2-34: Under the Modes pop-up menu are selections to tell Modeler where you want your actions to be centered.
Figure 2-33: With the Symmetry action mode
active, selecting the polygons on the right side of
the model’s nose automatically selects their
counterparts on the left side Any tweaking of the
polygons on the right will automatically be
mirrored on the left.
Trang 2Quick-Info Display
In the lower-left corner of Modeler is a
readout that quickly lets you know the
exact position of your mouse, how many
elements you have selected, and how much
area each grid square represents
Modeler Toolsets
On the left-hand side of Modeler are the
toolsets These toolsets are directly linked
to the tabs at the top of Modeler’s window
When the Create tab is active at the top
of the screen, the toolset shown is
Light-Wave’s primary set of tools geared for the
creation of geometry
Note
Anytime you see a pop-up menu with
“More” on it, that means there are
addi-tional tools that aren’t being displayed
because of the screen size; you can access
these tools through the pop-up menu.
It’s a pretty simple way to think about it,
but you create “stuff” with the tools under
the Create tab (Figure 2-36) and you modify
that “stuff” with the tools under the Modify
tab With these tools, you can move, rotate,
drag, bend, twist, size, and stretch elements
and generally “push points.”
Note
I imagine that it’s because of the vast array
of tools LightWave has in its arsenal that it refrains from showing you pictures of spheres, capsules, boxes, and metaballs Clicking on any one of these tools and then click-dragging in the viewports will create the geometry associated with that tool Remember that even though we’ll be get- ting into more detail with some of these tools in later chapters and exercises, the best way to get to know these (and all of LightWave’s tools) is to play around with them If you’re wondering what a metaball
is, try it out; you’re not going to break thing by having a few metaballs floating around on your screen.
any-The key is to have fun building “riffs” that you can call on later when the need arises.
It may be years before you find a need for a specific, rather arcane tool, but when that need comes around, you can remember,
“Oh yeah, I think I saw something like that…” and be able to zero in on it much more quickly than paging through a manual (or decrypting strange, iconic representa- tions of abstract concepts).
The Modify tab (Figure 2-37) contains a
col-lection of tools that modify existing
geometry
The Multiply tab (Figure 2-38) holds thetools that take existing geometry and makemore of it (cloning or extruding, forexample)
The Construct tab (Figure 2-39) housestools that are useful as you continue torefine and construct your geometry (such
as Booleans and point/polygon reduction).The Detail tab (Figure 2-40) holds thetools that focus on the more detail-orientedbits of modeling You can assign a sketchcolor, fuse (weld) two vertices into one, andadd, remove, and reduce the edges of yourobject
Figure 2-35: Modeler’s Quick-Info display.
Trang 3The Map tab (Figure 2-41) houses most
of the tools that you use to modify and
refine your VMaps Using the tools in this
tab, you can create textures, morph targets,
and weight (influence) maps that will give
you tremendous control over your
charac-ter animation
The Setup tab (Figure 2-42) contains the
tools you’ll need to set up and modify a
character’s skeleton (used for character
ani-mation) as well as adding gons (polygons
that can be converted to various objects
such as lights in Layout)
The Utilities tab (Figure 2-43) allows
you to add plug-ins and launch custom
scripts (known as LScript commands) The
Utilities tab also features a “catch-all”
pop-up menu called “Additional.” The
third-party plug-ins you bring into Modelerwill appear under this menu item
Figure 2-37: The Modify tab.
Figure 2-39: The Construct tab.
Trang 4The View tab (Figure 2-44) controls
zooming and panning It lets you hide and
unhide selected elements and group
poly-gons and points to quickly zero in on tight
areas of complex models The View tab alsofeatures several Layer tools to add, delete,and merge the layers of your object
Figure 2-41: The Map tab.
Figure 2-43: The Utilities tab.
Figure 2-42: The Setup tab.
Figure 2-44: The View tab.
Trang 5Modeler General Options
LightWave’s Modeler keeps its options in
two separate locations It has display
options (which we’ll get to in just a
moment) and general options The General
Options window can be found under Edit |
• Content Directory — This tells
LightWave the default root path to where
its models and scenes are kept
• Polygons — This tells LightWave
what base shape to use in geometry
cre-ation whenever possible Quadrangles work
best when creating sub-patch surfaces for
high-resolution models, while triangles
work best for many game engines
• Flatness Limit — This is a setting
you will probably never need to change
(I’ve never touched it in all my years of
using LightWave) It tells Modeler how
much deviation is acceptable among the
points that define a flat, planar polygon
before it is considered non-planar (See
Figure 3-6.)
• Patch Divisions — This tells
Light-Wave how much of its geometric smoothingalgorithm to use when displaying sub-patches Higher numbers yield smoothersurfaces but are much slower to work with
• Undo Levels — This tells LightWave
how many levels of “Undo” to keep inmemory (The default is 8 But I like a highlevel so I can feel free to explore whatmight turn out to be a blind alley and still beable to get back to where I was when Istarted that particular exploration withouthaving to revert to a saved version of myobject.)
The other options are fairly tory, so I’ll let the LightWave manual coverthem — these are just the ones I’ve found
self-explana-to be not really intuitive
Modeler Display Options
The Display Options window is accessible
through Edit | Display Options.
Hot Key Block
Display Options
<d> opens Modeler’s Display Options
window.
Figure 2-45: Modeler’s General Options window.
Figure 2-46: Modeler’s Display Options window.
Trang 6Modeler offers a lot of customization for
tai-loring itself to how you want your work
presented to you When the Display
Options window is first opened, the Layout
tab is shown With this tab, you set the
gen-eral display options for all windows, unless
a window is specifically freed from these
generalizations under the Viewports tab
One important thing to make note of is
that LightWave Modeler’s familiar
“quad”-style layout can be changed here by
select-ing another style from the Layout pop-up
menu Don’t get locked in to just using the
Quad layout out of habit The other layouts
can be quite helpful
Note
LightWave’s Viewport layout can be further
tweaked by clicking and dragging on the
bars that separate the viewports, resizing
them to your exact needs.
Figure 2-47 shows my personal preferences
for the Perspective viewport (located at the
top right by default)
• Independent Center and ent Zoom let me pan and zoom around my
Independ-Perspective viewport without disturbingthe other viewports that I might have cen-tered in on some important details
• Independent BG Color has been
changed from LightWave’s hallmark gray todull blue I almost never use that particularshade of blue in my work, so my modelsstand out against it
• Independent Rotation means that
any other Perspective viewports aren’tlinked to this one’s rotation (This kind oflinkage can be helpful when you’ve got onePerspective viewport showing the model inWireframe and the other in Smooth orWeight Shade.)
• Independent Visibility lets me see
what I want, when I want Cages (the onal base of sub-patches) get in my waywhen working in shaded views, as do their
polyg-“guides.” Polygon normals also tend to get
in my way, so I’ve turned them off for thisview as well I intermittently turn on and offShow Point Selection and Show PolygonSelection when it suits the detail work I’mdoing on a model
The Backdrop tab (Figure 2-48) lets you put
a loaded image into the background of anyorthogonal viewport This is helpful whenyou’re building a model that references aphotograph or drawing (We go through thesteps to do this in Chapter 10.)
The Interface tab (Figure 2-49) lets youmake some customizations to how Mod-eler’s interface looks (I touch on how youcan really rework LW’s interface in just amoment.)
Figure 2-47: Changing display options for
individual viewports.
Trang 7To be honest, the only changes I’ve ever made to the Interface tab are to set Input Device to Tablet and to change the Alert Level The Alert Level lets you set how urgent an alert must be in order for it to ask you to press OK to continue (We get into how Alert Level affects workflow later on in the chapters on modeling.)
If you haven’t tried modeling with a tablet device (Wacom is my personal favorite for durability and precision), I highly recom- mend it When you’re dragging points around, your motions are a lot like drawing You simply touch the stylus tip down on a point and drag and bring the stylus up off the pad when the point is where you want it
to be I find it to be so much faster than
clicking a mouse and a lot less painful (And because holding a “pencil” is more of a natural position than holding a mouse, I imagine that a tablet could be a help to people worried about carpal tunnel syn- drome — though this is only a guess.)
The Units tab (Figure 2-50) is the tab I usemost frequently in the Display Options win-dow in Modeler In this tab, you can tellLightWave whether you want to work inmetric units or English units More impor-tantly, this tab is where you activate andadjust Grid Snap
LightWave’s quick and variable GridSnap is another one of those things thatyou’ll wish every 3D program had Its set-tings are as follows:
• Standard lets you quickly position
objects with respect to decent-sized tenth) segments of Modeler’s visible grid
(one-• Fine breaks Modeler’s Standard snap
into even smaller units for precise ing, still respecting units of its visible grid
position-• Fixed lets you specify exactly what
interval to which you wish to adhere yourmovements, regardless of the visible grid
• None lets you move objects in utter,
minute detail
Figure 2-49: The Interface tab.
Figure 2-48: The Backdrop tab.
Figure 2-50: The Units tab.
Trang 8I usually find myself flipping between None
and Standard Grid Snap quite often while I
work.
Even though it might seem
counter-intuitive, Grid Units actually has nothing to
do with Grid Snap Grid Units controls the
zoom amount when you zoom by pressing
<,> and <.>.
The File Menu
In the upper-left corner of Modeler is the
File pop-up menu Here, you will find the
Load, Save, Import, and Export commands
The Edit Menu
The Edit pop-up menu, located just below
the File pop-up menu, provides traditional
edit functions (cut, copy, paste, etc.) as well
as access to the commands through which
you can customize almost every aspect of
Modeler With the saving and loading of
preferences, keyboard shortcuts, and menu
layouts, you can take your personal
customizations with you wherever you go
The Window Menu
Just below the Edit menu is the Windowpop-up menu Here you’ll find access tothree additional panels that let you adjustlayers, modify VMaps, and manage surfacepresets You can also use this menu to hideany floating windows and turn on and offthe toolbar
Figure 2-51: The File pop-up menu.
Figure 2-52: The Edit pop-up menu.
Figure 2-53: The Window and Help pop-up menus.
Trang 9If you turn off the menu toolbar and find
later that you don’t know how to turn it on
again, don’t panic! You can restore the
toolbar by using the <Alt> + <F2>
key-board shortcut or by unchecking the Hide
Toolbar button on the Interface tab of the
Display Options panel (shortcut <d>).
The Help Menu
When you run into trouble or have
ques-tions about a particular aspect of the
software, the Help menu (Figure 2-53) is
the first place to turn The Help menu links
you to the online and web-based
documen-tation Completely rewritten for LightWave
8, these files contain a wealth of useful
information to aid in your understanding of
the software
Modeler Quick Menus
The LW manual calls these “contextual
pop-ups.” I prefer the term “quick menu”
because that’s exactly what they are You
hold <Shift> + <Ctrl> while left-, right-,
or middle-clicking in your workspace, and
these menus appear (See Figures 2-54 to
2-56.) They let you do all sorts of things
you would normally have to sift through a
few layers of pop-up menus to get at
(These menus are fully customizable, as are
all the other menus in LightWave —
point-ers on how to customize menus follow in a
click brings up a quick
menu that covers just about everything else Modeler has a command for.
Trang 10Hot Key Customization
What if you come to LightWave already
accustomed to certain hot keys doing
cer-tain things? No problem You can assign and
reassign every command, script, macro,
etc., to a hot key!
If I wanted to assign Close All Objects to
the hot key <Ctrl> + <F12> (as in
Fig-ure 2-57), I would do this:
1 Choose Edit | Edit Keyboard
Short-cuts to bring up the Configure Keys
window, as shown in Figure 2-57
2 Search through the commands in the
left-hand column (or use the Search
button on the right side of the window),
expanding the drop-down lists
3 When you’ve found the command you
want to assign to the hot key, click on
it, highlighting it
4 Scroll through the hot key list until
you’ve found the key you want to
assign
5 Click on the desired hot key,
highlight-ing it
6 Click on Assign to assign the
com-mand to the hot key (Clicking on
Unassign removes the command from
the key.)
7 Repeat as desired
8 Click on Save and back up your hot
keys for those “CYA” kind ofhappenings
9 When you’re finished, click Done.
Note
Under the Presets pop-up menu are the default hot key mappings, so you can go crazy with your assignments if you like and can always get back to the defaults should you need to.
However, as nifty as interface ation is (hot keys or menu layouts), it makes
customiz-it really hard to use someone else’s version
if you ever get together with friends and work on a film together I found this out the hard way starting my own studio From being an independent contractor, I had my own license of LW so “tricked out” that the first time I sat down at a new hire’s version, I was almost completely lost with the default hot keys and menu layouts.
A solution to this is to have your ration files where you can access them from the Internet, or carry them around on one of those keychain USB drives But remember to save your host’s configurations before you load yours, and restore his configs when you’re done.
configu-Menu Layout Customization
If you want to completely rework Wave’s menus or make a new plug-in easilyaccessible as a button, you can do this just
Light-as eLight-asily Light-as Light-assigning hot keys You can add,delete, and reorder the menu tabs acrossthe top of Modeler, keeping all your favoritetools just a mouse-click away
In Figure 2-58, you can see that the BallTool command, located under the Createdrop-down list, has been given a menuposition just under Box (and renamed tojust Ball) under the Primitives group By
Figure 2-57: Edit | Edit Keyboard Shortcuts brings up
the Configure Keys window.
Trang 11comparing the actual menu and the
Con-figure Menus window, you can see how
each tool, group, tab, and menu is
configured
This may be a bit confusing, so here’s
an exercise for you to get more of a
han-dle on menu customization Let’s add a
temporary menu and assign some tools
to it:
1 Activate the Configure Menus
win-dow (Edit | Edit Menu Layout).
2 Collapse all the drop-downs except
the one for Main Menu (You do this
by clicking on the little
downward-pointing triangles next to each main
group, circled in Figure 2-59.)
3 Select the View sub-group under
Main Menu, and click on New
Group See Figure 2-60.
Figure 2-59
Figure 2-60
Figure 2-61: A new group, labeled New Group, is created directly below the previously highlighted group.
Figure 2-58: Edit | Edit Menu Layout brings up
the Configure Menus window.
Trang 12A new group, labeled New Group,
is created directly below the
previ-ously highlighted group
4 Select New Group, and click on
Rename Name this group
any-thing you like (Figure 2-61)
5 Find the Ball Tool under the
Cre-ate commands Highlight it and
the new group you’ve just created
and renamed, and click on Add.
A new instance of the Ball Tool
now appears under the Deleteme
tab, as shown in Figure 2-63 (It
doesn’t disappear from where it
was under the Create | Primitives
Tab/Group It just can now also be
found here, under this new tab
we’ve created.)
6 To organize your new menus, you
create groups and sub-groups
With Ball in your new menu tab
selected, click on New Group
(Figure 2-64)
Figure 2-62
Figure 2-63
Figure 2-64
Trang 137 Highlight New Group, which is
created directly below the item
previ-ously selected, and click on Rename
to change its name to whatever you’d
like (See Figure 2-65.)
8 You can then drag the new tool, Ball,
onto the new group (which I named
Kemu) to assign it to that group (See
Figure 2-66.)
Note
Notice that in Figure 2-66, there is a
blue line just below and slightly
shorter than Kemu This line means
that the dragged item will be attached
to the item directly above the line If
the blue line were to reach all the
way to the left side of the word
“Kemu,” that is LightWave’s indication
that the item being moved will simply
be shuffled below the item directly
above the line.
You have now created the Ball Tool under
the Kemu group in the new Deleteme
menu tab
Figure 2-65
Figure 2-66
Figure 2-67
Trang 14Layout is where you bring everything
together to create those incredible
master-works you have in you Layout is where
you position your objects, hang your lights,
and set your objects moving (if you’re
animating) After LightWave takes amoment or so to render, out comes thisslick image for you to show off in e-mails toall your friends (or print and tape to yourrefrigerator, if that’s your kind of thing)
Figure 2-68: Layout has a lot in common with Modeler The tabs, menu styles, viewport controls, and Quick-Info display readout are all pretty much the same The differences between Layout and Modeler are
so intuitive, you’ll get the hang of them without even realizing it.
Trang 15Viewport Styles
The biggest differences between Modeler
and Layout viewports are that in addition to
viewing orthogonal and perspective
projec-tions, you can also set the view to see what
any of your cameras or lights are seeing or
view the contents of your scene as
pre-sented in a Schematic layout Because
bones figure so heavily in character
anima-tion, Layout also adds two bone-specific
display types: Bone Weight Shade and Bone
X-Ray, which we touch on in just a moment
Figure 2-69: Layout’s viewport settings and display
type, called Maximum Render Level here, are
almost identical to Modeler’s.
Figure 2-70: Layout’s Bounding Box Maximum Render Level display does away
with all but the simplest geometry Objects are represented only by a bounding
box that encompasses the object’s volume (Bones, lights, cameras, and other
“iconic” items are shown normally.)
Figure 2-71: Layout’s Vertices Maximum Render Level shows only the points in the objects.
Figure 2-72: Layout’s Wireframe and Front Face Wireframe are similar to Modeler’s Wireframe and Hidden Line display types Front Face Wireframe speeds refresh rates (how quickly LightWave is able
to redraw the screen) and decreases clutter by not bothering to draw any polygon facing away from the viewport (knowing which way a poly is
“facing” is explored in Chapter 3 in the section on normals).