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LightWave 10 Essential Training

Deforming and shaping objects


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LightWave 10 Essential Training

with Dan Ablan

Video: Deforming and shaping objects

Creating subdivision surfaces is very easy to do for things like lamps, laptops, or even coffee cups. But sometimes you have more organic, more fun things to create, not so hard-shaped. So what I'm going to show you how to do is build just a simple cactus, and how easy it can be to create kind of a unique shape like that with a simple box and subdivisions. So from the Create tab, I'm going to choose my Box, and I'm going to click and drag out in the Top view like this. Now I've got some segments here already, but an easy way to create segments without opening the numeric panel is use your up arrow and your right arrow.
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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

Deforming and shaping objects

Creating subdivision surfaces is very easy to do for things like lamps, laptops, or even coffee cups. But sometimes you have more organic, more fun things to create, not so hard-shaped. So what I'm going to show you how to do is build just a simple cactus, and how easy it can be to create kind of a unique shape like that with a simple box and subdivisions. So from the Create tab, I'm going to choose my Box, and I'm going to click and drag out in the Top view like this. Now I've got some segments here already, but an easy way to create segments without opening the numeric panel is use your up arrow and your right arrow.

You can remove those by hitting the down arrow and the left arrow on your keyboard. Just a quick easy way to create some segments without a lot of effort and numerics. So I'll turn off the Box tool, I'll click and rotate to see my little flat polygon here, and I'll select that center polygon. Make sure here then in my Back View, I'm going to click and just pull that view down a bit. So I'm going to go to Multiply, choose Bevel, and then I'm going to click and drag up, and then move my mouse to the right a little bit, just to kind of expand this.

I'll right-click one time to reset the bevel, then left-click to pull it back up, right-click again to reset, and pull it back up. And we'll right-click one more time, and then left- click just to kind of pull it in. This will create that initial shape we're looking for. Then I'm going to click on that top polygon to deselect. Now I want to bevel out the sides. I want to curve them a bit. But what's going to happen is I need to do it on both sides. So instead of doing twice the work, why don't I put on Symmetry? So I click Symmetry, and it says +Y.

Well, what that means is the Symmetry mode is going to work on the X axis. So if I click on the right, the left should automatically go, but the problem is my object is not 100% even on both sides. So I'm going to press F2, which is a default center. Now here is a thing. If you are on a PC, that should automatically center. If you are on the Mac, it might not. You might have to hold your function, your FN key, and hit F2, because there is a system preference in your keyboard settings in your Mac system preferences that says use all function keys as standard programs.

So you might want to turn that on. It's off by default. Or again, simply just hit function key and then F2. It's also under the View tab as well. You can hit Center. So what I should do now is click on one side and then I'll rotate around, click on the other. When we bevel, we're going to be beveling both sides. But I don't want to go out too far. I want to go out just a little bit like this, and then I'm going to right-click to reset the bevel, and then bevel again.

Now what I want to do is press the Y command for rotate, and I'm going to rotate this. Then I can press the T key to move it a little bit. Then press the B key for bevel. What I'm doing is actually shaping this as I build it. And I'm going to right-click again. Now what I want to do is, no matter where I rotate from, notice it's rotating based on selection, so down under modes, I'm going to change that to Mouse for my Action Center. What that allows me to do is place my mouse anywhere I want and rotate from that pivot versus a center pivot, and that helps give us the shape we want.

In this way, I can actually Shift+H for Size and click and size this down a little bit. Press the T key for Move, and I can move it. Press the Y command, and I can rotate it a bit and so on. So, very easy to shape those. Let's press the B key again for bevel and let's just bevel that out a little bit more. So, Spacebar to turn off the Bevel, and let's just click on those to deselect them, press the Tab key, and what you end up with is this very nice smooth shape that somewhat looks like a cactus. It kind of looks more like a ghost.

But then, I can very easily turn off my Symmetry tool, come in here to this top polygon, press the T key, pull that up, press Bevel, and click and bevel that up some more. Then I can deselect that, and now we don't want these perfectly even-- perhaps you mark on from the other side-- so here is something you can do. You can select this polygon, and hold your Shift key to press your Right Bracket key. That's two over from your P key.

What I'm doing is expanding my selection. And then with that expanded, press the T for Move, and then I can move that down. Now don't not worry too much about the wireframe being a little offset there. It doesn't matter for the final model. But that what you have just a little bit of a variation; Spacebar to turn that tool off, and then forward slash to deselect. Now you can take Point mode, and let's go back to a wireframe here, and then you can right-mouse around these points and manipulate them quite easily.

Press the Y key for rotate. You can deselect the points you don't want to Ctrl, then rotate some more. You can use your Stretch tool, which is H. These are all under the Modify tab. Stretch that down to size it out and so on. By having a very simple model like this, you have a lot of flexibility in controlling the movements. Another tool that's terrific for this is Drag, and that's right here under Translate. You can click and drag this Translate around, literally clicking on any of these points and shaping.

So while I'm not building the greatest looking cactus in the world, I think a little more time and skill from you can create something pretty unique. But just by building this basic shape from a box, and even just kind of pulling these in or offsetting it a bit, you can create some really interesting shapes. Now it's still kind of flat. So what I can do, again using this Drag tool, is just take these points from the front and pull them forward, and I can do this right here in the Perspective view as well and shape that out.

So, very easy to do. You can also even bevel some more, and then you can bend this. Let me show you how the Bend works. I'm going to right-mouse around these top points--and again I'm in Point mode-- go to Modify, and choose Bend. And with my modes set to Mouse, my bend action is going to happen from wherever my mouse is. So I can very simply, in the Right view here, put my mouse kind of about right here, and I can bend those either way I want. I can bend it from the front or the back, whichever I like.

So just to a create more of a unique shape, and I can right mouse around these deselect, pull this out, and let's deselect that one. So while we start it out pretty organic and pretty uniform, now we've got something that's just a little more diverse and not quite as perfect as a cup or a piece of furniture or electronics. So by using some of the standard Modify tools--Move, Drag, Shear, Magnet, and some of the others, a simple Box--you can create some really unique organic shapes.

Add to this some textures and shading and you can create some really unique objects.

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