Navigate to Scenes\Chap-ter_19 on the CD and load the Skirt scene.The object in this scene is a simple tube.The points at the center of the tube wereextended out to form the skirt and Ba
Trang 1the object Click on the Save Motion
button and save the object’s motion to
a location on your hard drive
16 Once you’ve saved the motion file, you
gain the ability to adjust the speed of
the simulation Change Playback Speed
to 30% The animation will now play at
one-third of its regular speed In order
to see most of the effect, we need to
change our end frame
from 60 to 90 Once
you’ve done this,
cre-ate another preview
animation
The bricks now look great
at 30 frames per second,
but the ball no longer
moves with them That’s
because we’ve only
changed the playback rate
for the brick wall Let’s
adjust the timing of the ball
to match
17 The motion of the ball is controlled by
the Ball Hinge null object Select this
object from the Current Item pop-upmenu (just below the timeline) and
press <Ctrl> + <F2> to bring up
the Graph Editor Select the first
chan-nel on the left, then hold the <Shift>
key down and select the last channel sothat all of the channels in between are
Trang 2selected Using your right mouse
but-ton, drag a bounding box around all of
the keys in the main Graph Editor
win-dow to select them Then, from the
Keys pop-up menu, select the
Numeric Scale option The Scale
Keys window will appear Change Time
Scale factor to 3 and press OK The
motion of the ball now matches up with
our brick wall
At this point, you can continue tweaking
with the animation to make it truly
excep-tional Try adding Colin Cohen’s Vibrate
plug-in (available on the CD) to the camera
for realistic camera shake as the ball
impacts the wall Play with the tools in the
EditFX tab to alter the motion path for
errant bricks (look closely and you’ll see
them) Allow this introduction to HardFX to
serve as a launching pad as you continue to
explore LightWave Dynamics
ClothFX
ClothFX is a personal dynamic that gives
your object elastic qualities You should
apply ClothFX to objects that you want to
deform naturally and organically For ple, ClothFX can be used to simulateclothing that stretches and folds over acharacter’s body But ClothFX isn’t just forclothing It can be used to leave footprints
exam-on the ground where a character walks Itcan be used on the surface of a pond to cre-ate ripples and waves It can even be used
to simulate the motion of hair ClothFX is
an extremely powerful tool that can yield animpressive array of results
In this section, I’ll show you how youcan use ClothFX to simulate clothing foryour characters Navigate to Scenes\Chap-ter_19 on the CD and load the Skirt scene.The object in this scene is a simple tube.The points at the center of the tube wereextended out to form the skirt and Band-Saw was used to slice it into smallersegments The points at the top and bottom
of the tube, along with those at the pointwhere the skirt connects to the tube, wereplaced into a selection set called Fixed.Finally, the skirt itself was converted into asub-patch object It may not look like much,but that’s the beauty of it ClothFX can turn
a ho-hum object such as this into something
great
Before we begin ing the settings forClothFX, let’s talk brieflyabout the scene The tubeobject already has threekeyframes, which give it aslight spin to its right Youshould make it a rule to set
tweak-up and refine your motions
first, then apply ClothFX
for the soft-body tion The order here isimportant If you set upyour dynamics first, thentweak the motion of your
simula-Figure 19-28: Our simulated Skirt object.
Trang 3object, you will have to rework the
simula-tion all over again
Note
It’s important to understand that ClothFX is
not designed to be a “one sim for every
occasion” dynamic In other words, you
can-not assign it to your character’s clothes and
expect the same settings to work flawlessly
in every situation ClothFX is only a
simula-tor and its results will vary depending on
what you’re asking it to do.
You’ll notice that the tube is the only object
in the scene Technically speaking, this
vio-lates the principal law of the Dynamics
Community, as there are no opposing
dynamics to which this object is
account-able Under normal circumstances, we
would correct this by adding a social
dynamic such as Gravity But in this
situa-tion, we can avoid the extra trouble of
setting up an independent Gravity object
and simply use the Gravity setting available
in ClothFX
1 Bring up the Object Properties panel
for the Skirt Click on the Dynamics
tab and choose Cloth from the Add
Dynamic pop-up Then click on
ClothFX in the Dynamics list to bring
up its settings
NoteThere is a bug in LightWave (confirmed in versions up to 8.0.1) that causes ClothFX to calculate parameters improperly if they’re entered in the “wrong” order, but it will cal- culate them correctly if the scene is saved, reloaded, and calculated again Hopefully this bug will be fixed in the next revision of the software But for now, be aware that this problem exists If you change a setting and calculate, but are unhappy with the results and revert back to the original settings only
to find that the object no longer deforms like
it did before, you’re experiencing this bug Save your scene, clear Layout, and reload the scene to work around the problem.
Due to a bug in ClothFX, I cannot walk you
through the individual application of each
setting, but I can walk you through the
group application of specific settings And
again, keep in mind that these settings aredescribed in detail in the manual and onlinehelp system
2 In the Basic tab of the ClothFX
prop-erties, select the Fix pop-up menu and
choose the Fixed/
pointset option The
Fix option allows you tochoose the points thatwillnot be affected by
ClothFX All of thepoints in the object
except those in the skirt
were added to the Fixedselection set By choos-ing that selection sethere, we are tellingClothFX to ignore therest of the object andfocus solely on theskirt
500
Figure 19-29: The default ClothFX settings.
Trang 43 Change the Spring and Sub Structure
settings to 750 Spring deals with the
ability of a point to move closer to or
farther away from those directly in line
with it Sub Structure deals with the
ability of a point to move closer to or
farther from those directly across from
it (See Figure 19-31.) Increasing these
settings makes it more difficult for the
points of our object to move from their
original positions and will help simulate
a more sturdy cloth like cotton rather
than a more flimsy one like silk
NoteThe settings used to get the “right” look for each Dynamic object are greatly dependent upon the size, shape, and number of poly- gons in the object The settings we’re using
in this tutorial will work well for this object, but they may not work for a different object It’s important, then, to pay close attention to what each setting does Learning the role of each setting will help you troubleshoot prob- lems in the simulation and enable you to make intelligent decisions about what changes need to be made when those prob- lems arise.
4 With Spring and Sub Structure set,switch to the Etc tab and change Grav-
ity to –9.8 m Changing gravity here
eliminates our need for an independentsocial dynamic in our DynamicsCommunity
5 Press Calculate and take a look at the
results
Figure 19-30: Change the Spring and Sub Structure settings to 750.
Figure 19-31: Spring and Sub Structure as they
affect quad polygons.
Trang 56 The object now has a sense of weight
(having activated Gravity) and is
begin-ning to look more like cloth; however,
it’s colliding with the tube object Let’s
fix this Switch to the Collision tab and
set Collision Detect to <all> This
opens up a variety of options We can
leave most of these at their default, but
change Collision
Off-set to 30 mm.
Adjusting the offset
helps keep the skirt
from penetrating the
surface of the tube by
creating a 30 mm
invisible barrier
between the two
Finally, set Self
Colli-sion and Double Side
to <all> This will
ensure that the skirt
can interact with
itself
7 Press Calculate and
check the results
again
502
Figure 19-32: Set Gravity to –9.8 m.
Figure 19-33: Adding Collision detection helps keep the skirt from passing through itself and other objects.
Adding collision detection certainly helped,but it didn’t completely solve the problem
We can increase Collision Offset to sate, but there’s a larger issue here Theskirt is stretching in ways that pull the poly-
compen-gons into the tube We need to resolve the
stretching
Trang 68 Click on the Advance tab Increase
Compress Stretch to 15000% and
reduce Stretch Limit to 0.25%
Com-press Stretch limits an object’s ability
to stretch How far it is allowed to
stretch is determined by Stretch Limit
9 Press Calculate and check the results.
These changes helped constrain the skirt
and are keeping it from
penetrating the tube
sur-face, but the cloth now
looks like it’s suffering
from a bad case of static
cling There are several
reasons for this One is
that the cloth is too
heavy When it swings
around, it hits itself and
gets caught in its own
self-collision routines
Another is that the cloth
is a little too responsive
to the object’s motion
We could increase the
Spring and Sub Structure
settings to make it stiffer,
but there’s another setting we can use toresolve this
10 Switch back to the Basic tab Decrease Weight to 0.1 This will make the cloth
lighter and a little less responsive tothe skirt object’s motion Then
increase Viscosity to 3 Viscosity
oper-ates as a dampening effect, making the
Figure 19-34: Boost Compress Stretch and reduce Stretch Limit.
Figure 19-35: Change the Weight, Viscosity, and Resistance settings.
Trang 7motion of the cloth less severe Finally
change the Resistance setting to 0.5.
This will make the cloth less resistant
to wind and help its overall motion
11 Press Calculate and check the results.
Making these last few changes really
helped, and our skirt is now looking much
better But it seems to be puffing out at the
point where it connects to the tube object
To fix this, we can tell the Sub Structure
setting to only pay attention to the Skirt
surface
12 From the Fx pop-up menu to the left of
Sub Structure, select the
Skirt/sur-face option Calculate and check your
results
That did it! We now have a great-looking
skirt that responds well to the motion
we’ve set up in our animation ClothFX is
an incredible tool and can produce amazing
results From here, you should continue to
experiment and play with the settings The
more you work with ClothFX and become
familiar with it, the more it will reward youwith outstanding results that would beimpossible to create by hand
504
Figure 19-36: Limiting the Sub Structure to just the skirt gives us just the
look we want.
Trang 8In this final section, we’ll be looking at
several of the options available in SoftFX
1 Bring up Layout and load the
Bendy.lwo object from the Objects\
Chapter 19 directory The Bendy object
is a simple tube that was sectioned off
with BandSaw It was then converted
into a sub-patch object It has two
weight maps One is a gradient from
0% at the bottom to 100% at the top
The other is localized to the blue
sur-face around the tube’s blue center
2 Let’s set a few keyframes to give this
object some motion At frame 10, move
Bendy –200 mm to the left At frame
20, move him 200 mm to the right.
And at frame 30, move him back to 0.
3 Play back the animation and take note
of the motion
4 Now bring up the Object Properties
panel and from the Dynamics tab, add
SoftFX from the Add Dynamic pop-up
menu There are a number of options
here, but before we change any of
them, click Calculate to see what the
default settings do to our object.You can see that the original motion hasbeen exaggerated and the object appears to
be bound by a large rubber band Evenwhen the object reaches the final keyframe,
it continues to move back and forth, itsmotion dampening over time
As a personal dynamic, SoftFX is subject
to the laws of the Dynamics Community.And in the Dynamics Community, everypersonal dynamic must be accountable to asocial dynamic However at this point, weonly have one personal dynamic in ourscene There are no social dynamics Only abit of motion Ah, but there it is You see,
motion is a social dynamic It’s a
user-defined social dynamic that every personaldynamic will respond to SoftFX stillresponds to collisions, gravity, and wind, butit’s uniquely designed to respond to motion.Let’s take a look at the SoftFX options
Figure 19-37: Set your keyframes, then calculate SoftFX with the default
settings.
Trang 95 Click on the Input tab of the SoftFX
properties Change the Motion Force
setting to 500% and recalculate.
6 You can see that the object is now
much more responsive to its motion
Return Motion Force to 100% and click on the Operator tab The Opera-
tor tab fine-tunes the effect of motion(or optionally wind) on the object.There are two Operator maps At thispoint, the top one is set to <all>,meaning that the motion will affect theentire object
7 The wave graphic to the left is a visualindicator of the falloff that will beapplied to your object’s motion Change
the EffectSize to 0% and recalculate.
The residual motion has been severelyreduced and it now looks as if SoftFXhas not been applied The EffectSizesetting works hand in hand with theMotion Force setting to determine theextent of the object’s reaction tomotion Change EffectSize back to
100% and change WaveCycle to 1.
Calculate and check the results Thenumber of times the object moves after
it reaches its final keyframe has beenreduced Change WaveSize(s) from 0.5
to 3 and calculate again to see the
results The time it takes to completethe motion after the object reaches itsfinal keyframe has been extended
8 This motion isn’t very realistic so let’schange the settings to something more
“natural.” Keep EffectSize at 100% and change WaveCycle to 5 This will
create more motion after the lastkeyframe has been reached Change
WaveSize(s) to 0.1 This will shorten
the time needed to complete the
resid-ual motion Press Calculate and check
the results
The object now appears to have come to ahard stop As you can see, the Operator set-tings greatly affect your object’s response
to motion Up to this point, we’ve onlyaffected our object’s position in response to
506
Figure 19-39: The Operator tab allows you to
fine-tune the effects of motion on your object.
Figure 19-38: Change Motion Force to 500%.
Trang 10its motion However, by using an influence
map (such as a weight map, selection set, or
even a surface), we can alter our object’s
shape as well
9 Click on the Operator1 Map pop-up
menu and choose the Influence/
weightmap option The Influence
weight map (described at the beginning
of this section) is a graduated weightmap with 0% influence at the bottomand 100% at the top Leave EffectSize
at 100%, but change WaveCycle to 3 and WaveSize(s) to 0.3 Then calculate
to see the results
10 You can see that the object sways backand forth as if made of rubber But ifyou look closely, the deformation iscompletely linear and the objectappears to slant, giving it a slightlyunnatural quality What if we want thedeformation to be a little more natural?
We can affect the application of thedeformation by applying a mode Fromthe Mode pop-up menu, choose
Square and recalculate.
Square does not refer to the shape of themotion (as in square, rectangle, or triangle).Rather, it describes the application of thedeformation Square here is a mathematicalterm, as in E=mc² It amplifies the defor-mation of our object by multiplying the
Figure 19-41: Assigning an Operator map allows us to deform our object
based on its motion.
Figure 19-40: Creating a “hard stop” type of
motion.
Trang 11Weight percentage by itself This causes
the top to receive significantly more
defor-mation than the bottom You can change the
Mode setting and get immediate feedback
on the results without having to recalculate
Feel free to try out the different modes to
see how they affect the model When you’re
finished, set Mode back to Square.
11 The deformation of our object now
looks good Let’s make one last
adjust-ment to this animation Click on the
Bump tab The Wave settings at the
bottom half of this tab allow you to
define cyclical deformation When
restricted by an influence map, it opens
the door for a variety of effects We’ll
use it to make our Bendy object
breathe
12 Change the Make Wave By option to
<all> This applies the Wave
deforma-tion to the entire object We can then
use the Fx pop-up menu to specify the
strength of the deformation Choose
the Chest/weightmap option The
Chest weight map is localized to theblue section (or chest) of the Bendyobject The wave effect will have astrength of 0 outside that area and willgradually increase toward the center of
the chest Change WaveSize(s) to 0.01.
This affects the size of the deformation.You can leave LoopCycle at its default
of 5 LoopCycle determines the
num-ber of wave deformations, but sincewe’ve restricted the deformation by aweight map, this setting does not applyhere You can also leave LoopSpeed at
its default of 2 LoopSpeed determines
the speed of the deformation Thedefault of 2 will produce a “rapidbreathing” effect on this model Youcan reduce this setting for a more natu-ral motion or increase it for hyperventi-
lation Press Calculate and check out
the results
508
Figure 19-42: The modes affect how the deformation is applied.
Trang 12Our Bendy object now responds frenetically
to his motion and breathes hard from the
rapid pace It’s worth noting that the
set-tings for WaveSpeed and WaveSize can be
keyframed with an envelope by pressing
the E button This will enable you toincrease or decrease these effects overtime, causing the breathing to start slowand pick up after the basic motion iscomplete
.
As usual, we’ve covered a lot of ground in
this chapter, but in reality, we’ve only
scratched the surface Dynamics are
incred-ibly powerful tools They are also a lot of
fun to work with Now that you’ve been
introduced to the characters in the ics Community, I encourage you to spendtime becoming well acquainted with them.It’s a relationship that will reward yougreatly for the investment
Dynam-Figure 19-43: Automated breathing, complements of SoftFX.
Trang 13Simulations 3:
Fur and Hair
In this chapter, we’ll take a detailed look at
the tools needed to simulate hair and fur
through the use of LightWave’s SasLite
plug-in SasLite is the younger brother to
Sasquatch, a comprehensive hair and fur
simulator developed by Worley Labs The
focus of this chapter will be on the
capabili-ties of SasLite, but we will also examine the
differences between it and the full version
of this amazing utility
An Introduction to SasLite
SasLite is a wonderful tool that allows you
to add fur and hair to your objects It works
as both a displacement plug-in and a pixel
filter As such, you need to enable it in two
different places in LightWave in order to
see the effect
Let’s jump right in and see how it works
1 Make a 1 meter sphere in Modeler, and
bring it into Layout (or simply load
objects\Chapter20\1MeterBall.lwo
from the CD)
2 Open the Object Properties panel by
tapping <p>, and click on the Deform
tab, where the displacement plug-ins
are stored Click on Add
Displace-ment, and choose SasLite from the
list (See Figure 20-1.)
3 Double-click on SasLite to open the
Sasquatch Lite options panel For now,
just change Fiber Color to something
you like, and leave everything else atthe default values (See Figure 20-2.)
4 Tap <Ctrl> + <F8> (or go to
Win-dow | Image Processing…) and
open the Processing tab of the Effectswindow You’ll see places to add twokinds of filters to your rendered image:pixel filters and image filters SinceSasLite is a pixel filter, that’s the one
you want Click on Add Pixel Filter and choose SasLite from the list (See
Figure 20-3.)
510
NoteRobin Wood is the artist who wrote the doc- umentation on SasLite for the LightWave [8] manual She is an expert on SasLite and has been kind enough to share her knowledge with us by authoring this chapter.
Note
I won’t be going into great detail about what each of the SasLite options does, because I’ve already covered that in the LightWave 8 documentation If you don’t yet have LightWave 8, you can find that portion
of the documentation on the companion CD
in the Sas Settings folder.
Trang 14Figure 20-1: SasLite in the Add Displacement menu.
Figure 20-2: The Sasquatch Lite panel.
Trang 155 Double-click on the filter name to open
its options Click Self Shadowing to
enable it, and close the panel by
click-ing OK.
6 Tap <F9> to render a single frame.
Congratulations! You’ve used SasLite
and made your first fur ball!
7 But we’re not going to stop here,because I want to show you something
else Tap <L>, then <p> (or click on
Lights and then Properties) to open
the Light Properties panel Change
512
Figure 20-3: SasLite in the Add Pixel Filter list.
Figure 20-4: Enable Self Shadowing in the
Sasquatch Lite panel.
Figure 20-5: A lovely fur ball!