Four Tutorial Tips in One:
How to use ClothFX, HardFX, FX_Hardlink, and FX
Collision (The basics)
Before starting I am assuming that you already know how to
use Lightwave 3D (Modeler/Layout). If not, please go to your
"help" option tab in Layout so you can
understand the tools better that we are going to be using in this
lesson.
Modeler:
-
Open
up Lightwave Modeler and in the first layer create a sphere
(Create tab/Ball). Press
"n" on your keyboard to open up the
numeric window as shown in "Picture1"
and put in the settings shown below:
Sides: 20
Segments: 10
Center X:0m
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Y:1m
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Z:0m
Radius X:1m
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Y:1m
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Z:1m
Now hit Enter on your keyboard.
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Now
we are going to create a chain. Go to the second layer and while
still having the first mesh (which is the sphere ball) showing in
the background, create a new mesh. Mirror it and merge the end
points as shown in "Picture2."
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Now
copy ("ctrl C") the mesh you just
created and then paste ("ctrl
V")Â the object until you get a similar look as
shown in "Picture3."
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As
shown in "Picture4"
create a box (Create tab/Box) in
the third layer. Press "n" on your
keyboard to open up the numeric window again and put in these
settings:
Width: 1m
Height: 500mm
Depth: 1m
Center X: 0m
          Y:
6.4m
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Z: 0m
Leave everything else in the bottom half of the numeric tool as
it is and hit Enter on your keyboard.
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Now
go back to the first layer and select the sphere. Below in your
modeler window you should see a tab called
"surface." Click it and name the surface
"ball." Make sure smoothing is checked and press Enter.
Look at "Picture5"
to make sure everything is correct.
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Follow
the same steps as I said to you before in the above paragraph for
the second and third layers. Look at "Picture6"
and "Picture7"
for a reference.
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After
you finish giving the meshes surfaces copy and paste the second and
third layer into the first layer. "Picture8"
should show a red mark on the layer specified.
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Ok,
now we are going to create a poly chain. Select the second layer
again and create a polygon with 19 points. To do this you will need
to select (Create tab/Box) and
using the up and down arrow keys on your keyboard, press them until
you get a polygon that is divided up into 18 polygons. Once you do
that, hit Enter and then select points on one side and press
delete. Your poly chain should look just like what is shown in
"Picture9."
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As
shown in "Picture10,"
select the first polygon on top and give it a surface name
called "Chain fixed" and then hit Enter.
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Do
the same thing as I said in the above sentence for the polygon
chains that do not have a surface name. Look at
"Picture11"
for a reference.
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As
shown in "Picture12,"
select both layers and move them down vertically until only the box
slightly shows above the ground. Once you do that save it as
"Ball and Chain.lwo" and then close and reopen
modeler.
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Time
to make a breakable wall: create a polygon plane and using the
"knife" tool cut it up until you get
something similar to what is shown in "Picture13."
After you finish that, go to the
"Detail" tab and click on
"Unweld" on the left hand side of the
menu.
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Next
we want to extrude the object mesh. To do this, hit the
"Multiply" tab and then
"Extrude" on the left hand side. Look at
"Picture14"
for a reference.
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Select
the whole mesh and give it a surface name called "wall."
Make sure the smoothing tab is unchecked. Look at
"Picture15"
for a visual. Save it and call it "Stone Wall" and then
close modeler and open layout.
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Layout:
-
Open
up the file you saved called "Ball and Chain.lwo." Select
all objects in the scene and move them up on the Y axis 7m. Now
press on the left hand side of the layout menu "object
layer" and open the file called "Stone
wall.lwo." Press "r" on your
keyboard and rotate on "H" axis 45.90 degrees. Check
"Picture16"
to make sure everything is right.
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Highlight
"Ball and chain: layer1" and open up the
"motion options" tab. Parent that layer
to "Ball and chain: layer2" as shown in
"Picture17."
While still having that object highlighted, click the
"Properties" button and in the window
that just opened click on the "Deform"
tab. Down below where it says "add displacement" click it
and select "FX_hardlink" like shown in
"Picture18."
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Next
go to the "Dynamics tab", click on
"Add Dynamic" and select
"FX Collision." Change the friction
power to 20.0 and the fix power to 4.0. Also change roughness to
0.2% as shown in "Picture19."
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- Ok now that we
have finished the settings on that layer, go to "Ball and
chain: layer2" and turn on
"ClothFX." follow these settings:
First
click on "Etc" tab and change the
gravity on the Y axis to -7. Turn preset on to "cotton
(thick)." Go to the "Advance" tab
and change the stretch limit to 0.001. Now go back to the
"Basic" tab and change viscosity to
30.0. Check "Picture20"
for comparisons.
- Now highlight
the "Stone wall" object layer. Go to the dynamics tab
again and select "HardFX." Input these
settings:
Adv. Resistance: check it on
Size effect: check them both on
Weight: 200
Gravity: -7
Now
hit the "Rotation" tab and check on size
effect. Also check on collide. Change the torque min: 50%. Now
click on the "Collision" tab and both
"Stop by stabilizer" and
"start by collision" is checked on and
below that change "Self interaction" to
box. Check "Picture21"
for comparisons.
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Now
we are going to create a collision floor. On the left hand side of
the layout window, click on the "Dynamic
Obj" button and name it "floor," then
select collision and hit Enter. Copy these settings below and look
at "Picture22"
to compare:
Friction power: 15
Fix power: 0.5
Roughness: 0.2
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Okay, all
you have to do now is change the key frame timeline limit to 200
frames and select "Ball and chain: layer 2." While that
layer is highlighted, click on frame 30 and animate that object
going through the wall. Once you finish open up the
"Properties" button and then go to the
"Dynamics" tab and hit the
"calculate" button. Your animation
should look similar to "Picture23."
I hope this tutorial has been helpful to you. If you have had
any trouble reading this you can download the files from this
lesson here.
Four Tutorial Tips in One has been brought to you by
newhere
on Renderosity.
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All content and supporting images are
copyright, and cannot be
copied, printed, or reproduced in any manner without written
permission from the artist.
Since the age 16, Newhere
has always had an eye for the 3d element. For many years, Newhere
has worked with 3d graphics Using Lightwave's tools to create his
own characters and environments. His real interest in 3d modeling
was first discovered when he found some 3d images online and was
fascinated by 3d human models done by the artists of
Renderosity.
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