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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.
Setting up dynamics is not too hard once you know the proper steps. So let's step into LightWave modeler and I'll show you how to do that. First thing I am going to do is build a box like this and the reason is it's got two things that are going to happen and this really relates to what happens in Layout versus animating and dynamic setup for one part or for multiple parts. So let me clear this out and I'll show you what we are doing here. I'll hit close all objects from the File menu, press the A key to reset our views, and now in the Create tab I am going to draw out just a nice big box like this with multiple segments.
You can press the N key to get to segments if you like, and you can see I've got 6 on the X, 4 on the Y and 5 on the Z. So that's fine. It doesn't have to be exact of any sort. We'll press F2 to center it, and then I am going to select B for the Bevel tool and we are just going to bevel this so we get little Hershey bar thing like that. So we've got a box like this. Now what can we do with this. Very simply this dynamic setup can work with even a simple object like this. So I'm just going to save this. We are going to put this in our Exercise Files under Chapter 10 and I'll save it as BasicDynamic, hit Save, and then I am going to send it to Layout in the top right by hitting Send Object to Layout.
A very simple dynamic setup sometimes only requires one object. I am going to press the P key for Object Properties and here we have a basic dynamic object, which is that one. Add Dynamic, we want this to be a hard surface dynamic. Well we need something to collide with it and from the Items tab in Layout we can create a dynamic collision and I can just add that right there. Collision Name, well we can just call it Collision and the little Effects panel comes up and the Radius is set to one.
Our Grid is set to 2 m, if you look at the very bottom left. That means every grid is 2 m in size. Let's make this about two meters and then you can actually see the collision right inside there. If we have another object you can set that object as a collision as well, but you don't always have to. So here is this nice little dynamic collision at frame zero and then I am going to go up just a frame 10 or 15 or so and I am going to keyframe this over and I am going to hit the right mouse and move it down so it slams into that.
I'll rewind and I'll hit the Calculate button and it pushes it. It's a hard dynamic. But it pushes it as one object. So properly setting this up means the Piece mode is set to Parts, but it's only 1 piece and I could set it like that. It calculates and bounces it. But what if I want all of these bricks to follow just tumble all over the place? Well there is something you need to do in Modeler to do that. So while you can separate items into multiple layers and animate you can also do it within the same layer and that hard dynamic can be setup to Parts versus 1Piece.
Cutting this apart into separate objects probably wouldn't work. We would need to build brick separately and we are going to do that coming up in another video. But if you got a quick one like this and you want to just really smash, there's a quick little trick you can do. Under the Construct tab what you can do is right mouse around to select all of these, just so you have all of these happening here. And actually let's go to Detail and over here under Points you could hit Unweld. And it looks like nothing happens but let me hit Command or Ctrl+S to Save.
I am going to jump back to Layout and I am going to hit Calculate again. It still pushes it at one. Well let's take a look at and instead of 1Piece let's change it to Parts. Hit Calculate and now that smashes into a bunch of pieces. The reason is Unweld took all those points and turned all those polygons into individual pieces and the dynamic engine saw that. So I was very easily able to go in and set that up.
That's all you really have to worry about the dynamic setup. If your objects can be animated independently they should be on separate layers or be independent objects within the same layer. If it's one object like this that you want to smash, make sure that the Points are unwelded so those polygons can animate on their own.
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