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Setting up a dynamic scene

From: LightWave 10 Essential Training

Video: Setting up a dynamic scene

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.

Setting up a dynamic scene

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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This video is part of

Image for LightWave 10 Essential Training
LightWave 10 Essential Training

83 video lessons · 5268 viewers

Dan Ablan
Author

 
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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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