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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.
As we get into LightWave Modeler, I want to talk a little bit about X, Y, Z, and 3D space. I've got this shoe loaded and I just press the A key to bring it to view. This is on your Chapter 1 Exercise folder. And don't worry about loading this up right now. I just want to show you little bit about how I can help you throughout this course. I am going to go to the Modify tab and press the Move tool. And when I click and drag up and down with the left mouse, I am moving on the Y axis. And you can see the offset down here at the bottom-left information panel. I am going to hold the Alt or the Option key on a Mac, rotate around, and if move left and right, I am moving on the X axis, and then the Z is forward and back.
Now I have this really stupid way for you to remember, so don't make fun of me. If you think of crisscross, like if you're crossing your arms or hugging somebody, that's the X. Kind of put your arms left and right. That's the X. Stand your hands up and down, kind of like you're doing the YMCA dance. Well, that's up and down, Y. And of course think of a Zorro with a whip slashing it out in front of you. That's the Z axis. Okay, so just a little easy way to remember and use those views when we get to all of our four quadrants working in Modeler.
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