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LightWave 10 Essential Training
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Exploring Rail Clone methods and uses


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LightWave 10 Essential Training

with Dan Ablan

Video: Exploring Rail Clone methods and uses

Another thing you can do with curves in LightWave Modeler is use them to create other objects. So while we used a curve to actually build a 3D model, you can then take that model and make more of them from a curve. Let me show you what I mean. We're going to go down to the Curves section here under the Create tab, and we're going to choose Spline Draw. I am going to expand out my Top view here, and I am just going to start down at the bottom. And I'm just going to very simply just create kind of a little curvature like this. I'll circle this all the way in, just like that, and I'll bring this view back to quad view.
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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

Exploring Rail Clone methods and uses

Another thing you can do with curves in LightWave Modeler is use them to create other objects. So while we used a curve to actually build a 3D model, you can then take that model and make more of them from a curve. Let me show you what I mean. We're going to go down to the Curves section here under the Create tab, and we're going to choose Spline Draw. I am going to expand out my Top view here, and I am just going to start down at the bottom. And I'm just going to very simply just create kind of a little curvature like this. I'll circle this all the way in, just like that, and I'll bring this view back to quad view.

Turn off the Spline Draw. All right, it looks pretty good, but what can you do with it? Well, let's go ahead and load up another object. So I am going to say Load Object, and from the object files, I am going to choose 04_05_RailCloneBegin. And this is a simple bottle built also with a curve, and I am going to take this model and put it along with the curve. Now, when I load this model, it loads as its own project. In this dropdown up here on the top-right, I can have as many objects loaded as I want.

Each object contains as many layers as I want. Well, I need this object to be into this object. How do I do that? A simple copy-and-paste can work. So Ctrl+C to copy on your keyboard, select the next object, and I'll choose a new layer--and this is important--Ctrl+V to paste. The way this is going to work is that these layers are going to talk to each other, the first and the second layer. So I want the curve in the background layer, so I am going to click beneath that little slash right there. And let's go back to our RailCloneBegin and then say File > Close Object.

So it's important to understand you don't actually delete an object to get rid of it; you can close it--just as you would a Word document or a Photoshop file. You're closing a project, you're not necessarily deleting it. You can delete the contents if you hit Delete. So we've got our bottle. The background layer has this curve. What can I do with this? I'll come down to my Multiply tab. Down under Duplicate, there's the Mirror tool, an Array, a Clone, but under More, if you click that, there is actually one called Rail Clone.

So we're going to choose that, and a simple panel comes up where we're getting Uniform Lengths, Automatic, or Uniform Knots, that is going to place something in each one of these points. Let's just choose Automatic and click OK. Well, this object has a little bit of detail to it, so it's just going to take a second to come up. But what it will do, it will actually take this bottle and replicate it all the way around this curvature. But look at the way it did it. It's not quite exactly lined up right. It's kind of neat and we got so many bottles lying around--or maybe that's a bad thing--but let's Command+Z or Ctrl+Z to undo, Ctrl on the PC, and then let's go ahead and move this.

I am going to hit Modify > Move. We are going to put this bottle right in front of the spine curve, like that, and Shift+A to fit. The other thing I am going to do is I am going to make sure that my subdivisions are off, hitting the Tab key, which they are, like that. So you see the actual facets. That's going to help make things a little bit smoother for us. I'll go back to Multiply and then from the More dropdown, we're going to choose Rail Clone > Automatic, and it will clone all the way around that curvature.

Or I've created, let's say I have a highway I've built, and I have a streetlamp. I'm able to actually make streetlamps all the way down very easily. I don't have to actually copy and paste it. So now, all of those bottles, although a little bit too large, follow that curve precisely. The reason they're following it precisely is because we have that first bottle starting where the curve starts. Okay, so I am undoing here, just a Ctrl+Z to undo, and what I am going to do is this one more time, but we're going to control how many are in here, simply going to Rail Clone, and then we're going to choose Uniform Lengths, and let's just do ten of them, and click OK. And you'll see it happens a lot faster because we're not replicating as many.

So now I've told it to use that rail as a guide to create ten replicates. So it looks pretty nice. Now you can use this for all kinds of things, like I said streetlamps. You can use it for ornaments. You can use it for decorations. And that curvature doesn't have to live just in a flat plane. I'll do this one more time. Here's a little quick tip. Hit the Single Quote key, that's two over from the L on your keyboard, and it'll instantly reverse your layers, making your foreground your background and your background your foreground. If you go to Modify and choose Drag, you can click any of these points and move them on the other axis.

So your curve doesn't necessarily need to be flat. So now I've got this crazy curve, and if we reverse layers again with the Single Quote key, and we'll come back to Multiply > Rail Clone, and click OK, now that clone actually happens all the way around that curvature. So, kind of a neat thing. It's a great way to create an array of objects but be a little more precise based on the curvature.

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