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2.1 Getting Started - Orienting Yourself |
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ORGANIC OBJECTS In these tutorials, I will be illustrating how to use LightWave to create what are called 'Organic' objects. Organic objects are such objects as dinosaurs, flowers, aircraft, human bodies, or any other shape which might have free-flowing lines. LIGHTWAVE IS ACTUALLY TWO PROGRAMS, NOT ONE LightWave consists of two programs... The first program is called Modeler (Modeler.exe on the IBM) and the second is often referred to as Layout in many books, but you'll quickly find that 'Layout' is actually called 'LightWave.exe' (LightWave.exe on the IBM)). Modeler and Lightwave are found wherever you installed the program initially. A good place to put the program is in your C:\Program Files\ folder, but people also create a special folder on the root of their C:\ drive such as C:\LIGHTWAVE\ . People oftentimes ask, "Why are there two programs instead of just one as with Maya or 3D Studio Max?" Well, LightWave was originally designed by two people, and the copyrights still are held by those two people. People like to say that it is separated into two pieces because that is a better way of doing it. ... in many ways it IS better, but in others it isn't. One advantage of having the two programs be separate is you can render an animation at the same time as you are working on the next objects. This is not a small point, as rendering can oftentimes tie up your computer for days-on-end for even short animation segments. Hollywood, and programs such as 3D Studio Max allow multiple computers to render scenes and multiple computers to build objects and render with. But, an individual generally has one computer and one program to work with so the ability to work on models at the same time as its rendering an animation in the background is an excellent ability to have. A second advantage to the Modeler program being separate from the Layout program is that the IBM sometimes will crash. Although LightWave is a quite stable program, and seldom crashes (possibly because of its more logically elegant design) it will infrequently lock up. I've never seen it go to blue screen, the program just quits out from beneath you and disappears (along with any unsaved objects if it was 'Modeler' or scenes if it was 'Layout'). THE LIGHTWAVE 'HUB' When you run either program, a third program called the 'Hub' (on Windows, it will appear as a curly green icon in your task bar at the bottom right of the screen to the left of the time ) will automatically run. You don't ever have to do anything with this program, it is there so that Modeler and Layout can communicate with each other or pass objects back and forth between the two programs. The first time that you run either program, you should run both programs so they will be able to update each other through the Hub. LAYOUT, or LIGHTWAVE There are some things which you can do in either Layout or Modeler, such as use the Surface Editor to create surface textures. You can also change object or surface colors among other things. In the first tutorials I will be predominately showing you how to use the Modeler program. MODELER, UNDO FUNCTION The undo capability of LightWave's Modeler is fantastic (although the undo feature of the Layout program is horrid, having only one undo level which hardly ever works.). IMPORTANT - To undo something, press the 'u' key. To redo something, press 'Shift-U'. The number of default undo's is 8, so increase it quickly before you make mistakes. In this tutorial I will oftentimes be talking about making selections from either menus, or buttons. When I refer to 'This->That' it means to select 'This' and then you will be able to select 'That' once you reach that location (either in the menu, or after clicking on a tab. Wherever possible, I will try and put apostraphes around any words or word sequences which can be physically found in the program, such as the text in menus or as button captions. So, to change the number of undo levels, go to the 'Modeler' button, choose 'Options->General Options' and change the value where it says 'Undo Levels'. MODELER, CONTENT DIRECTORY A very important feature in Modeler that you should remember is the place where you change the 'Content Directory'. Since LightWave separates an object (which it expects to find in an 'Objects' folder) away from a scene (Which it expects to save in a folder called 'Scenes'), away from images (which will be kept in a folder called 'Images', away from 'Presets'... LightWave's ability to change the location where you find these folders can be very helpful to keep together all parts of a scene you're working on, keeping it separate from the hundreds of others you might be currently working on or have worked on in the past. The location where you change the content directory is found at the very top of the 'General Options' requester where you just set the number of undo levels. To change the directory click on the button and select a folder that you made. In this case I created a folder called 'Deinon' when I made a Deinonychus dinosaur, which you'll see in Chapter 40. Inside that folder you should create four empty folders from 'My Computer' by doing a 'New->New Folder'. You should name them 'Objects', 'Scenes', 'Images' and 'Presets'. LightWave will automatically save scenes into the Scenes folder, objects into the 'Objects' folder, etc. as long as you set the 'Content Directory' to the folder where those folders are found. In my case, I've also created a folder called 'Surfaces' where I save surface textures and 'Deinonychus' where I keep my Photoshop sketches, research, documentation and plastilina model images. This has been a rudimentry introduction to the concept of 'Content Directory'. In the next tutorial, I'll be delving deeper into the concept and will be illustrating exactly what you'll need to do, and why. MODELER, CASE SENSITIVE KEYBOARD SHORTCUTS Another thing to keep in mind, all keyboard shortcuts are case-sensitive. So, if you are pressing a key and what you think should happen isn't happening, check to make sure your Caps Lock key is not turned on. MODELER, OBJECTS Modeler is where you create what are called objects. An object might be a body, or it may be a finger. It might be a chair, or a screw... might be a car or just a car's tire. You can either build an object by combining together ready-made spheres, cones, boxes, and other canned objects that come with the program; or you can build an object from scratch. When you create an object from scratch, you lay down points, create polygons, weld points together, etc. The main focus of the first tutorials will be to illustrate how to create objects in this manner. MODELER, VIEWPORTS The four squares when you first start Modeler are called 'ViewPorts'. The default mode in Modeler is that you have four views, but you can modify this by pressing the 'd' key which brings up the 'Display Options' panel. MODELER, DEFAULT 'QUAD' VIEWPORT Most of the time a beginner will be working in the default 'Quad' mode. An expert could theoretically do everything from the 'Perspective' view type, never going to any other of the Top/Back/Right views at all, but in reality that never happens. You will find that sometimes it is easier to work on an object from just the front, or just the side while at other times it's easier to work on the object in the perspective view (where you can rotate it so as you may see any angle of the object). This will give you a menu which allows you to pick from many different 'View Types'. Wireframe is good because it lets you select points or polygons all throughout an object. Probably the most important type is 'Wireframe Shade' which is what this View is currently in. Wireframe Shade lets you see the polygons at the same time as the color at the same time. When you select polygons or points with this view type you don't select polygons that are behind the object. MODELER, WHAT'S UP, DOC? One of the most confusing things about the interface is one which long-time users ignore completely. That is, it's all ass-backward from the way you think that it 'should' work. After all, wouldn't you think that 'Back View' would mean, "I'm looking at the back of the object."? And, wouldn't you think that 'Right View' would mean, "I am looking at the right-hand side of the object"? Well, it doesn't. And, wouldn't the view you might think to be the 'most important' view be the front of an object? Why would they have 'Back View', in the lower left corner? And, if that's the case, you might say, "Well, what's the big deal... From the drop-down-menu in the lower-left window I can change that view to 'Front View' so why the fuss?" MODELER, IT'S SIMPLE, BACK IS FRONT AND LEFT IS RIGHT... Well, let me just say that you have to live with it. How do you live with it? Well, you turn your object backwards so that in Back view, you put the front of your object towards you. And, in 'Right View' you think of that as meaning 'The right side of the object as I look at it.' rather than meaning 'The object's right side'. A famous writer for LightWave 3D books explained to me that "'Back view means you're looking towards the front of the 3D world." Or spoken in another way, "You are looking at the back of your world. The first tutorial will be an attempt to orient you. You will learn what 'forward', 'up', or 'right' mean. Until you have a firm grasp of direction you will not feel comfortable in LightWave. Lets see if I can unravel the 'front is back/left is right' problem. The reason people turn around the object is because the front and side views are generally the most important views. The top view is generally smaller, with less detail to work with. Think of a human head, for example. Does the top of the head tell you much information? Top of a car? Top of a cat? How about the back of a person? Back of a book? So, when working with objects, the front and side of the object are almost always the most important views. So, lets take this as our opportunity to illustrate these points. MODELER, THE 3D WORLD'S COORDINATE SYSTEM There are three axes in LightWave, the X, Y and Z axes. Notice that you will only see a depiction of the axis names when you have 'Grid' turned on under the 'Display' panel. (Press the 'd' key and make sure that 'Grid' is checkmarked). First, look at the 'Back' viewport (generally the bottom-left viewport). . In the 'Back' viewport, if you were to use it the way they want you to, you would be looking at the back of your object. Therefore, +X would mean 'The object's Left' and -X would mean 'The Object's Right'. +Y makes sense, which would be up, and -Y is downwards. Now, look at the 'Right' viewport (generally the bottom-right viewport of the four). In this view +Z would be the front side of the object and -Z would be the back of the object. Thus, if the object were facing with it's face away from you in the 'Back' view, then in the Right view, you would be looking at the right side of the person's body and their nose would be pointing to the right. Finally, look at the 'Top' viewport (generally the top-left viewport). In this view, you are looking down at the top of the object and if the object were facing with its face pointed away from you in the 'Back' view, then in the 'Top' view, the nose would be pointing upwards. Now, you might ask now, "Well, then why don't you just put the object facing away from you then? What's the big deal?" Well, it is almost definite that you will be working on the front of an object a lot. So, you COULD choose 'Front' for the bottom left panel, correct? Yes, you COULD. But, then look at your top view? Your top view would show the object's right side pointing to your right, yet the front view would not reflect that. The object's right side would be pointing to your left instead. But, if you just turn the object so it's turned around, then the 'Top' and 'Back' views now correspond point-for-point so you can look at the back view (which is now the front of your object) and a point that's on the right side (object's left side) will correspond directly with the 'Top' view. Also, if you do it this way, then when you finally import it into Layout, you won't have to turn your object around to light it. For, just as in Modeler, Layout also is a 3D world where you're looking towards the front of your world. If you create your object so that it faces away from you, then it will also come into Layout that way, and your lighting and camera will be pointing at its back. MODELER, GETTING USED TO THE INTERFACE You are now ready to begin. Enter Modeler, and click on 'Ball' or press 'SHIFT-O'. Click in the center of the upper-left hand window and drag the mouse to the right and down. An oval will appear in the 'Top View'. At the sphere's center will be cross-hairs |