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LightWave 10 Essential Training
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Building collisions


From:

LightWave 10 Essential Training

with Dan Ablan

Video: Building collisions

Setting up dynamics is relatively easy in LightWave, but part of it, especially when one is working with cloth, you definitely want some collisions in there, and I want to show you how you can actually make this cloth just fall right over the ball. Now this whole concept can be used for flags, tablecloths, clothing on a model, anything you want. So I am going to take the cloth, which is just a flat box that is subdivided and Subdivision surfaces is turned on. Get a right mouse to move it up and I've got the Move tool selected from the Modify tab.
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  1. 4m 22s
    1. Welcome
      49s
    2. Using the exercise files
      1m 30s
    3. Working with projects and setting the content directory
      2m 3s
  2. 46m 20s
    1. Understanding the LightWave 3D interfaces
      1m 50s
    2. Exploring the Hub
      1m 54s
    3. Understanding 3D space
      1m 13s
    4. Working in Modeler
      6m 49s
    5. Working in Layout
      4m 48s
    6. Selecting elements
      5m 31s
    7. Identifying the elements of a 3D model
      5m 26s
    8. Using the Numeric panel
      3m 10s
    9. Using layers
      8m 38s
    10. Using the Statistics panel
      2m 52s
    11. Working with menu and keyboard configurations
      4m 9s
  3. 22m 49s
    1. Working with geometric shapes
      4m 21s
    2. Using Extrude
      5m 11s
    3. Building with Bevel
      3m 47s
    4. Working with Polygon Bevel
      6m 4s
    5. Editing polygons
      3m 26s
  4. 34m 37s
    1. Understanding subdivisional surfaces in LightWave
      3m 20s
    2. Comparing Subpatch with Catmull-Clark subdivisions
      2m 18s
    3. Creating a basic model
      4m 27s
    4. Beveling with subdivisions
      3m 50s
    5. Adding detail to models
      6m 39s
    6. Deforming and shaping objects
      7m 13s
    7. Recapping subdivisions
      6m 50s
  5. 48m 42s
    1. Working with EPS files
      3m 24s
    2. Correcting EPS errors
      6m 13s
    3. Creating 3D text objects
      8m 1s
    4. Building objects with curves
      10m 6s
    5. Exploring Rail Clone methods and uses
      5m 13s
    6. Exploring Rail Extrude methods and uses
      2m 49s
    7. Modeling with Array
      4m 42s
    8. Using Symmetry
      8m 14s
  6. 56m 24s
    1. Understanding the Surface Editor
      10m 56s
    2. Comparing the Surface Editor and the Node Editor
      5m 12s
    3. Creating surfaces for polygons
      5m 11s
    4. Editing surfaces
      4m 39s
    5. Understanding the Texture Editor
      6m 22s
    6. Looking at image map textures
      4m 29s
    7. Using procedural texture options
      7m 40s
    8. Adding bump maps for realism
      4m 39s
    9. Enhancing surfaces with specularity and glossiness maps
      2m 43s
    10. Creating a reflective surface
      4m 33s
  7. 42m 2s
    1. Building 3D scenes
      1m 26s
    2. Importing, loading, and working with objects
      8m 29s
    3. Organizing a 3D scene
      8m 48s
    4. Working with different light types
      9m 25s
    5. Lighting a 3D scene
      6m 39s
    6. Employing environmental lighting
      7m 15s
  8. 22m 27s
    1. Understanding LightWave cameras
      8m 25s
    2. Setting up a camera in a scene
      7m 6s
    3. Placing multiple cameras
      3m 27s
    4. Animating cameras and camera elements
      3m 29s
  9. 38m 23s
    1. Understanding the Timeline
      3m 9s
    2. Adding and controlling keyframes
      6m 9s
    3. Fine-tuning keyframes in the Graph Editor
      8m 44s
    4. Using motion plug-ins to enhance keyframes
      5m 15s
    5. Animating textures
      7m 37s
    6. Enhancing scene animation with displacement maps
      7m 29s
  10. 36m 58s
    1. Introducing particles
      7m 29s
    2. Creating a particle animation
      7m 21s
    3. Working with Hypervoxels
      9m 6s
    4. Going a step beyond with particle animation
      8m 8s
    5. Replacing particles with items
      4m 54s
  11. 21m 58s
    1. Understanding dynamics in LightWave
      1m 27s
    2. Setting up a dynamic scene
      4m 21s
    3. Animating cloth
      2m 39s
    4. Building collisions
      6m 16s
    5. Creating a hard dynamic scene
      7m 15s
  12. 27m 30s
    1. Understanding bones
      3m 14s
    2. Understanding skelegons and when to use both skelegons and bones
      4m 4s
    3. Placing bones in an object
      6m 10s
    4. Fine-tuning bone placement and activating bones
      3m 51s
    5. Setting up Inverse Kinematics
      6m 37s
    6. Working with rigged characters
      3m 34s
  13. 21m 32s
    1. Understanding resolutions and rendering
      2m 21s
    2. Setting up a render project
      6m 50s
    3. Determining the proper anti-aliasing filter
      4m 24s
    4. Rendering to movie files vs. image sequences
      7m 57s
  14. 4m 8s
    1. Exporting an object
      2m 13s
    2. Exporting a full scene for backup
      1m 55s
  15. 1m 0s
    1. Final thoughts
      1m 0s

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LightWave 10 Essential Training
7h 9m Beginner Mar 21, 2011

Viewers: in countries Watching now:

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.

Topics include:
  • Understanding and navigating 3D space
  • Configuring menu and keyboard settings
  • Molding basic geometric shapes
  • Creating detail using subdivisions
  • Casting reflections and creating surface textures
  • Building and lighting a 3D scene
  • Incorporating and animating cameras
  • Simulating collisions using dynamics
  • Determining the proper anti-aliasing filter for renders
  • Rendering a project as movie files and image sequences
  • Exporting a full scene
Subject:
3D + Animation
Software:
LightWave
Author:
Dan Ablan

Building collisions

Setting up dynamics is relatively easy in LightWave, but part of it, especially when one is working with cloth, you definitely want some collisions in there, and I want to show you how you can actually make this cloth just fall right over the ball. Now this whole concept can be used for flags, tablecloths, clothing on a model, anything you want. So I am going to take the cloth, which is just a flat box that is subdivided and Subdivision surfaces is turned on. Get a right mouse to move it up and I've got the Move tool selected from the Modify tab.

That's at frame 0 and then let's just drop it down maybe at frame 20, just a little bit like that. The rest of it we are going to allow the dynamics to do, so we are just going to let it float a little bit and then the dynamics are going to kick in. So I am going to press the P key and that will open the Object Properties for that object. I'll just kind of move over here so you can see it. I am going to add a dynamics for that cloth of what? Cloth. Makes sense. I'll select it to get the Properties for it and what we can do is set along these variances but for right now, it's better just to get it going and then tweak rather than trying to work your way through all these settings. So go to the Etc, the etcetera tab, and just some presets you can use.

This is the way I like to work. I'd like to come in here and just say I want thin cotton. When I select that and I go back to Basic and Collision a lot of these values are already put in place for me, thanks to the preset. So all I've to do now is say Calculate but what happens is that the ball disappears and the object doesn't fall. So let's go back to Cloth and take a look under Etc, the Etcetera tab, and we need to put some gravity on it. -9.8 meters per second squared, we have a little gravity.

Then the ball, let's select that, we need that to be a collision object. So we'll select it and then again from the Object Properties choose Collision. And that simply alone. Let's just see what happens. Hit Calculate. It doesn't quite work, does it? We need to determine what is colliding. So what we're going to do is select the Cloth again, open up the ClothFX, and let's take a look at the Collision. Collision Detect > Cloth. So we need to make sure that the surface of this object is being used as the collision.

Now I calculate and now you can see that it interacts with the ball. But as it does, it gets really kind of stretched out and that's pretty normal, because we're using that default thin setting. Well, let's take a look at it and play it in real-time. So you can see it works pretty well, and the other thing I want to do real quickly is open the Surface Editor and for the Ball let's put Smoothing on, and for the Cloth let's put Smoothing on as well as Double Sided.

So that way if you flip it around, we've got a surface on the other side and just for grins and giggles, let's put some shine on this thing so it has a little life to it. Back in the ClothFX, all we have to do is change a few things. We'll come down to collision and the Bound and Friction, well those are okay. That's what's helping it stick to the ball and it looks like it's doing it pretty well. So we don't need to change that too much. If you've got a more complex object, things are spiky and maybe a fist going through, you might need to adjust this just a little bit because certain parts might poke through.

Under the Advanced tab, this is what we really need to change. Compress Stress, we don't want to put too much on there and we don't want too much Stretch Limit. So we are going to bring that down to about 5% and we'll bring this down to about 5% and now let's hit Calculate. I've always told people with LightWave, don't often go in and change a bunch of settings and then see what happens. Do one setting, make a little preview, see how that works, make another change, see how that works, and so on. So you could see now that it doesn't stretch as much, but it kind of crosses into itself.

The folds look really nice. But what I want to do, let's just take a look at the playback. That's looking pretty good but what I want to do is change how it interacts with itself. So again with the ClothFX selected, we can come into Collision and then under Self Collision select that Cloth Surface. And Double Sided, Cloth Surface. You could see it turns red. So all those nodes now are active and they are going to interact with each other. So hit Calculate again. It will hold for a little bit and then Gravity kicks in and it will drop.

Sometimes these will start to take a little more to calculate and this is often why we do these dynamics with very simple objects. Because it's a lot easier to show them and describe them, because this calculation is really what takes the most part of your processing time. You could see as it comes down, it wraps around the ball pretty nicely. Now I want you to think about maybe a tablecloth or bedspread. You can just drop a cloth right on there and have it look very natural. So right away this comes around, and you can bring that Stretch Limit down, just so it's not stretching as much.

But the folds are pretty nice. If you up your subdivision level, that will also help the detail. We have a default subdivision about three or four right here. At this point as it starts to cross into each other, the interaction is doing about the best it can and you could see it kind of folding, and pretty much this point there's not a whole lot more you can do other than bring down some of the Gravity so it's not pulling as much. So it's not falling as fast and then you won't get as much flip at the bottom. You can also make it thicker as well.

So that it's a little bit heavier cloth. The Cloth dynamics in here can only take you so far. So a lot of times it's not going to always work to fix themselves, to fold onto each other. You are going to have to want to work with that just a little bit and manipulate. Now you are not always going to drop a cloth right on the ball and expect it to be perfectly suited for what we are doing. But again, this is just an example. Now if you are putting cloth on a table, it will work perfectly because you are not having all of this object folding onto itself.

But to set it up, it's very simple to do. Very simply you just need to put a collision, put a soft effect on the actual cloth itself. Make sure it's a subdivision surface. Make sure that the cloth surface is set up as the calculation, hit Calculate, and you've got your animated cloth.

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