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In LightWave 10 Essential Training, author Dan Ablan provides thorough, step-by-step instructions on building 3D models, scenes, and animations in LightWave 10. Beginning with a tour of the interface and LightWave's two main programs, Modeler and Layout, the course covers key concepts such as building models from basic polygonal shapes, assigning textures, and employing lights and 3D cameras to build real world scenes. Also included are tutorials explaining particle animation, dynamics, and bones. Exercise files accompany the course.
Once you've built a model, and then you've textured it, what do you do with it? Well, you put it into a 3D scene. A 3D scene is comprised of objects. You can see here I've got this cup loaded. It's comprised of lights, which you can have as many as you want. And it's comprised of cameras. And the cameras are very important, because not only can your camera show you what you want in a wide format, in a zoom, it also can show you what's going to render. While we can see everything in the Viewport Preview Render like this, it's truly the camera that renders.
We're going to talk about cameras in a little bit. But if I pressed F9 right now, notice that it's a completely different view than what I am seeing in my Viewport here. And because everything we do renders from the camera. So that's very, very important to your scene. So we're going to set up a full scene. We're going to setup a camera, we're going to setup multiple lights, and we're going to do it all on a nice textured object that was built in one of our earlier projects. A LightWave 3D scene can be anything from a simple product shot to complex animation.
There's no limit to what you can set up. The 3D universe in LightWave is kind of like a virtual TV studio, so it could be infinite. Your lights can travel, your cameras can travel, there's no wires, there's no electronics holding you down. You can pretty much set up whatever you want. So think if it is your own virtual TV playground.
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