The Sketch tool Create | Curves | Sketch was used to quickly draw the curve that was then lathed with the same settings as the disc in Figure 5-11.. With a Taper tool active, click in a
Trang 1The Lathe tool lets you take something
you’ve created and “spin” it around to
cre-ate an object It crecre-ates geometry from
either polygons or curves (Lathe is
some-times called Sweep in other 3D packages.)
1 Create a two-dimensional disc
some-where to the left of X=0.
Note
In addition to using the Numeric window to
change the Lathe settings, you can drag the
root handle around to move the center of
the effect You can drag the rotation handles
to specify where you want the “lathing” to
start and stop.
Press the <Left Arrow> to reduce the
number of segments; press the <Right
Arrow> to increase the number of segments.
Note
Sometimes Lathe creates the new polys with their normals facing the “wrong” way Be sure to check this every time after lathing and flip the polygons if necessary (Even if you’re using a double-sided surface on your polys, it’s always a good idea to have your normals facing the “right” way.)
Figure 5-11
2 Select Multiply | Extend | Lathe to
activate the Lathe tool Click in theBack viewport, as shown in Figure5-12, and drag straight down (The axisyou are creating defines the anglearound which your disc will be
“lathed.”)
Trang 2Figure 5-12: Multiply | Extend | Lathe activates the Lathe tool.
Figure 5-13: Lathe also works with splines (curves
— also known sometimes as
“rails”) to quickly create rather neat-looking chalices and other “turned” objects.
(The Sketch tool (Create |
Curves | Sketch) was used
to quickly draw the curve that was then lathed with the same settings as the disc
in Figure 5-11.)
Figure 5-14: The Offset field lets you “skew” the lathe operation, letting you create springs and
other nifty doodads! (Remember that you can enter a mathematical formula into any of
Trang 3Under the Modify | Transform menu,
LightWave offers two kinds of tools that
taper your geometry Taper lets you control
the amount of effect on each axis of the
taper, depending on how much you move
your mouse up and down or left and right
Taper Constrain, on the other hand, affects
your geometry in both directions of your
taper at once (for instance, if you wanted a
Doric column to evenly taper as it rises)
With a Taper tool active, click in a Top
viewport to taper your selected geometry
Note
Taper, Twist, and Bend all work best when you have many segments along the effect’s axis of the geometry you are deforming.
as it extends along the Y axis Drag left orright, up or down to taper your object.(Technically, the Taper tool successivelyscales the selected geometry relative to thedistance of the selected geometry’s
bottom.)
Figure 5-15: The Taper Constrain tool in action.
Trang 4Pressing <n> opens the Numeric
win-dow for Taper and activates a little gizmo
(seen on the “Base Object” in Figure 5-15)
to give you a visual interpretation of the
Taper tool’s effect Right-clicking and
drag-ging the gizmo’s ends will let you exactly
position and angle the tool’s effect
Through the Numeric window, you can
adjust the falloff of the effect to “sculpt”
how Taper affects your selected geometry
• The Falloff pop-up menu lets you
choose from several complex ways of
let-ting the taper effect dissipate through
space (We use Linear because it is what
you will most often use However, through
this pop-up menu, the tool can even
refer-ence the settings on a weight map that
you’ve created To find out more about
these falloff settings, explore the
Light-Wave manual.)
• The Shape buttons let you invert the
effect (so the bottom tapers instead of thetop), have the taper affect both ends atonce, or affect just the middle of theselected geometry
• The Presets pop-up menu gives you
quick access to four combinations for the
sliders below it that shape the curve of the
linear falloff (You can see examples of theeffect of changing these sliders in Figure5-15.)
• The Range of the effect defaults to
Automatic However, by right-clicking andmanipulating the gizmo, you are tellingLightWave that you want to specify a fixedangle and/or position for the effect Clicking
on Automatic releases your specified, fixedsettings
Twist
The Twist tool is something I don’t use all
that often, but when I need it, there’s
noth-ing else that can fit the bill like this tool can
Technically, it spreads out rotation through
your selected geometry in relation to how
far each bit is away from the effect’s root In
layman’s terms, it twists stuff The Twist
tool is accessed through Modify | Rotate
| Twist.
Twist also obeys the same kind of falloff
rules that Taper does By shifting the falloff
sliders, the twist in Figure 5-16 (on the
following page) begins gently from the
bot-tom, increasing as it reaches the top of our
Trang 5We used Bend when making our flying text
logo in Chapter 3 It follows along the same
rationale as Taper and Twist
Figure 5-16: The twist axis is established
by clicking in a viewport, “spindling” the effect directly away from you in the viewport in which you clicked (Think of the axis around which you’d twist a tall stack of napkins, playing cards, or saltine crackers You establish this axis by looking straight down at the stack.)
Figure 5-17: Click and drag
in a viewport to bend your selection as if it were a car’s radio antenna and you were looking straight down the antenna at the effect’s axis.
if it’s created any planar polys.
Trang 6non-Smooth Scale/Move Plus
Smooth Scale pushes your selection out
along each individual polygon’s normal by
the distance you enter in its input window
(It will pull your selection in if you enter a
negative value.) Unfortunately, Smooth
Scale has no real-time interface, which
makes its use less than intuitive That’s
why the Move Plus tool is such a welcome
addition to LightWave 8 Move Plus
fea-tures all of the functionality of the
traditional Move tool when using the left
mouse button However, when used with
the right mouse button, it performs a
real-time smooth scale
What if we wanted to make ThinGuy
(one of the characters in LightWave 3D 8 Character Animation) into “PlumpGuy”?
(Hey, anything can happen in production,right?)
I select the polys I want to push out and
then select Modify | Translate | More |
Move Plus By right-clicking and dragging
up, I can push the polygons out along theirnormals, essentially puffing it up Draggingdown pulls them back in I often use theMove Plus tool on a character’s fingers tomake them fatter or thinner
Note
Due to the way Smooth Scale and Move Plus operate, they can break the symmetry on your object Be sure to check symmetry after working with one of these tools.
Figure 5-18: ThinGuy.
Trang 7Rail Extrude — Single Rail
Rail Extrude is a little like those
“Leather-man” tools that are a combination
screw-driver, pliers, scissors, awl, penknife, and so
on Rail Extrude is one little tool, but it
does a whole lot of things Let’s start with
one of its simple uses and move on from
there
Have you ever wanted to create one of
those “tunnel fly-throughs”? Follow these
steps:
1 Grab the Sketch tool, and draw a rail
(curve) you’d like to have your tunnel
follow (You can load mine, if you like
It’s had some points cut from it to help
smooth it out: Objects\Chapter05\
RailExtrude_Raw.lwo.)
Note
Notice the funky little diamond thing at one end of the curve in Figure 5-21 That is the
end I started sketching first This is the start
point of the curve, as far as LightWave’s Rail
Extrude is concerned The circle we create in just a moment should be right at this place if
we want the extrusion to follow this curve as
we intend.
You can switch the end LightWave thinks
of as its start point by flipping the curve the
same way you would flip a polygon (<f>).
Figure 5-20: Using Smooth Scale or Move Plus on an entire object can produce some interesting results.
(Remember Dig Dug?)
Figure 5-21
Trang 82 With the curve in a background layer,
create a disc and move it to the curve’s
start point In order to have it orient
properly along the curve, you will also
need to rotate it so that its normal is
like an extension of the curve’s line
(“Spinning” around the Perspective
viewport and touching up the rotation
where the normal is most out of
align-ment is the quickest way to get it
aligned well.)
Note
Carl Meritt’s AlignToRail plug-in, available
on the companion CD, will automatically line up your polygon to the start of the back- ground curve, making quick work out of an otherwise time-consuming process.
Note
If you want the extruded geometry to have
its normals facing out, then you want to
have the soon-to-be-extruded poly’s normal
facing away from the curve.
If you want the new geometry to have its
normals facing in, then the poly’s normal should be facing toward the curve.
Figure 5-22
Trang 93 Once you’ve got the polygon aligned,
Multiply | Extend | Rail Extrude
opens the Rail Extrude: Single window
It has the following options:
• Automatic segmentation will let
LightWave make its best judgment as
far as how many “slices” to make and
where they should be so the extrusion
most closely follows the curve
• Uniform Lengths lets LightWave
distribute its specified number of
seg-ments so they are all equidistant along
the curve’s length
• Uniform Knots tells LightWave
to distribute its specified number of
segments with relation to the
place-ment and number of knots (points) on
the curve
• Oriented tells LightWave to rotate
the poly, aligning it to the curve as it is
extruded
4 Accept the default settings shown inFigure 5-22 The disc is extruded alongthe curve (looking a little like the
ductwork from Brazil).
5 Save your object (Mine is Objects\
Chapter05\RailExtrude_1.lwo.)
6 With the layer that has the curve in it
in the foreground, select File | Export
| Path to Motion Save the motion
somewhere where you’ll have intuitive
access to it (Motions\Chapter5\
TunnelFly-Through.mot is what I
used) You will need to add “.mot” out the quotes) to the end of the file for Layout to see it; Modeler doesn’t do this automatically when you use Path to Motion.
(with-7 Now, use Send Object to Layout so
we can make a movie of our quickexample here
8 While in Layout, use <[> and <]> to
adjust the grid size so your extrudedobject fills the screen nicely
Figure 5-23
Trang 109 Select the camera and use File | Load
| Load Motion File Choose the
motion file you created in Step 6 of this
exercise
10 Change the end frame of the Frame
Slider to 160, and “scrub” the Frame
Slider along the timeline You will see
your camera move along the tube
(even though it won’t be “looking
where it’s going” yet)
11 Under Display Options, give yourself a
Viewport Layout of 2 Left, 1 Right.
Set the Top Left viewport to Camera
View and the Right viewport to Top
View and have it Center Current
Item (You can set the Bottom Left
viewport to whatever you’d like.)
12 With the camera still selected, press
<m> to bring up the Motion Options
window for the camera (See Figure
5-24.)
13 Under the Controllers and Limits tab ofthe Motion Options window, set bothHeading Controller and Pitch Control-
ler to Align to Path You can then go
back to the IK and Modifiers tab andadjust how much your camera “antici-pates” its motion by setting the Align
to Path Look-ahead field (It’s easiest
to use the slider button to the field’sright and “scrub” through your scene,making little adjustments so the cam-era gives you what you want.)
If your polygon normals are facing in, yourCamera viewport should be showing youwhat it’s like to be looking down that tun-nel (If they aren’t, just switch back toModeler, flip them, and return to Layout; ifyou’re working with the Hub active, whenyou get back to Layout, the polys will beflipped!)
Figure 5-24
Trang 11Align to Path is a controller available only
for heading and pitch You will want to go
through your movie and, with General
Options | Auto Key Create | Modified
Channels selected, rotate your camera on
bank where it seems fitting (You can always
reload the motion file onto the camera if
you don’t like what you’ve done — so
explore and experiment!)
14 Open the Surface Editor, and onto your
tunnel’s surface, load in a preset with
some bump to it so you can see some
“nurnage” (that’s the industry’s
techni-cal term for “neat-bumpy-detail”) as
you’re flying down the shaft (I wasn’t
happy with any of the presets that
came with LightWave, so if you want to
use one of mine, load in Surfaces\
GrungyCement.srf.)
Spend some time lighting and surfacingyour tunnel scene Render a movie and seehow things look
If things move too quickly or too slowly,you may have to change the end frame ofyour movie and enter the Scene Editor toscale your keys
Figure 5-25: Just a quick F9 of the tunnel we just made.
Figure 5-26: You can scale the keyframes for objects in your scene using the Dope Sheet in LightWave 8’s Scene Editor Click on the first keyframe for your camera (denoted by a green bar), then, holding the <Shift> key, click on the last keyframe You can drag the yellow bars on either side of your selection to scale interactively or right-click and choose Numeric Time Scale from the pop-up requester to scale your selection by a specific percentage If you’re unhappy with the results, simply right-click again and select Undo.
Trang 12If you would like to pull apart my scene for
this exercise, you can find it in the companion
files:
Scenes\Chapter_05\Tunnel_Fly-Through_F.lws.
In the scene, you’ll find a working example
of vector blur You’ll also see an example of a
trick using morphing to get a texture to
cor-rectly follow a twisting object.
There is no right way or wrong way to do
anything — so long as the way you do
some-thing works But you should always press
yourself to find a new angle on what you’re
currently doing, even if it is an idea as
well-used as a tunnel fly-through.
(The movie in Figure 5-27 came from
Ren-ders\Chapter05\Tunnel_Fly-Through.mov.)
Rail Extrude — Multiple Rails
Now how about “lofting”? Can LightWave
do lofting? Absolutely.
Note
Lofting is a term from CAD/CAM programs
that work almost exclusively in splines and
NURBs (non-uniform, rational B-splines) In
short, lofting is using splines to guide the
creation of a NURB surface.
LightWave will let you guide the extrusion
along multiple background curves You can
use this to create any level of mesh density,
from things that can be used as sub-patches
(very low density) to extremely sity meshes (for use in slowing even a Craysupercomputer down to PC Jr speeds).Say you wanted to create a strangelyergonomic hilt for some alien blade (SeeFigure 5-28.)
high-den-1 You would first create two curves that
“outlined” the shape of the desiredform (The start points should bewhere you intend to put the geometrythat will be extruded.)
Figure 5-27: A frame from my take on the fly-through.
Trang 132 Next, with the curves in a background
layer, create a shape you wish to be
extruded In this case, it is a standard
disc that is wider in X than it is in Z
Position it at the curves’ start points
with its normal facing out.
3 Activate Rail Extrude to bring up the
Rail Extrude: Multiple window It has
the following options:
• The Segments section allows you
to control how “dense” the extruded
mesh is (just like Rail Extrude with
only one curve in the background).
• Strength is a factor of how
“tightly” the extrusion will follow the
curves
• Oriented, as when rail extruding
with only one curve, “angles” the
extrusion as it follows the curves
• Scaling lets your extrusion
“expand” on all three axes in relation to
the distance between the two curves
Note
Using the Knots setting to determine ment placement means you must be a lot more careful when creating the curves you will be “lofting” along LightWave will try to
seg-distribute segments and orient them knot for
knot If your object’s silhouette must meet
an exact shape, have all your curves made with the same number of knots, and know that from the first knot to the last on all curves, LightWave will use them to deter- mine exact placement and angle of the extruded segments.
Figure 5-29
Figure 5-30: Using just the default settings for Rail
Trang 14Rail Extrude: Multiple can create a lot of non-planar polys Check your work after using this tool.
Rail Bevel
Rail Bevel? Yep It’s a cool tool that lets you
specify the shape of the bevel (It’s easier
to show what it does than to try to explain it
in words.)
1 Make a simple rectangle
2 With your rectangle in a background
layer, use Sketch to quickly doodle a
shape that could be a molding joiningthe ceiling and walls of a house
Figure 5-31: You can use more than two curves to
shape your extrusion to get even more “organic”
shapes.
Figure 5-32: Again, using just the default settings,
we get something that looks even more like it was
“grown” than “machined.”
Trang 15The points of the background layer are used
to guide Rail Bevel, not the curve itself So,
while you may be tempted to add points to
smooth things out, don’t Rail Bevel is
guided by the point order, the order in which
the points were created If you need more
detail in an area, put your curve in the
back-ground and create new points in a
“dot-to-dot” fashion along the entire curve, adding
in the new ones you need as you go.
3 With the curve in the background layer,
use Multiply | Extend | More | Rail
Bevel to turn the simple polygon into
an instant cornice piece Dragging up and down in a viewport will make the bevel wider or narrower; dragging right and left will make it taller or shorter.
(This seems backward to me, so I justuse the Numeric window for myreal-time rail bevels.)
Figure 5-34