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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.
*Note: Example images are placed in order, alongside the
steps. Click on the images for a larger view.Â
Using
Camera(s) for recording:
First, we need to record the film we are going to use as a MoCap
guide. Now, using one or two cameras, record yourself throwing two
punches at a “side view†and at a “front
view†as shown in Example1 (Please note:
your recording duration should be no more than 1 or 2 seconds).
Save the movie for the camera that recorded your side profile as
“Side view.avi†and the camera that
recorded your front profile as “Front
view.avi†on your desktop. Now that you have
recorded your MoCap, we are now going to use them in Lightwave.
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Modeler:Â
1.
Open up Lightwave Modeler and in the first layer create two polygon
squares as shown in Example2.
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2.  As
shown in Example3, select the polygon facing forward and
give it a surface name called “front†and then hit
"ok."
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As shown in Example4, Select the polygon facing sideways and
give it a surface name called “side†and then hit
"ok."
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4.
Change the upper left Viewport window option from Top (XZ) to
“UV Texture.†Use
Example5 as a reference.
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5.
Select the surface call “front†and Click the
“T†option (highlighted in red in Example6) to
turn on the “Create UV texture map†window. Follow what
it shows in Example6 and then hit "ok."
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6.
Select the surface call “side†and Click the
“T†option (highlighted in red in
Example7) to turn on the “Create UV texture
map†window. Follow what it shows in Example7 and then hit
"ok." When you are done, change the upper left Viewport
window option from UV Texture to “Top
(XZ).†Use Example8 as a
reference.
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Press F6 on your keyboard to open up “Image Editor†and
load (it is highlighted in red in Example9) up
both movies from your desktop called “Side
view.avi†and “Front
view.avi.â€
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8.
Now that you have loaded the movies, close the “Image
Editor†window and press F5 on your keyboard to open up the
“Surface Editor†window. Click the surface called
“front†and then click on the “T†button to
open up the “Texture Editor†window and follow the
setup that is shown in Example10.
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9.
Okay, now click the surface called “side†and then
click on the “T†button to open up the “Texture
editor†window and follow the setup that is shown in
Example11. Once you are done with that, save the
object as “Movie setup†and then close Lightwave
modeler.
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Layout:
10.
Okay, we are now going to use those videos in layout to make
our MoCap data. Open up Lightwave Layout and load in the object
called “Movie setup.†Once you do that, save your scene
as “MoCap setup.†Now we are going to
add a null. Click the null button highlighted in red in
Example12. Name the null as
“Head_Top.†Change the “Item shape†to ball
as shown in Example 12 and scale it down to 20mm. Once you are
done, you are going to repeat this same step, but instead of giving
all the nulls the same name, you are going to name each null as
follows:
Head_Bottom
Spinal_Top
RightShoulder
LeftShoulder
RightElbow
LeftElbow
Right_Hand
Left_Hand
Waist
RightKnee
LeftKnee
RightFoot
LeftFoot
11.
Okay, now that you have each null named and they have an item shape
we are now going to place each null with a specific name to a
specific location. Use Example13 as a guide to
place the nulls you named to a specific location.
I am quite sure by now you are like "What in the world are
we doing here?"Â Well, let me explain it to you. The
nulls that you positioned are the reference data that we are going
to use for MoCap data. Every time we move to a new keyframe, the
nulls are going to be placed in a new location according to the
videos that you recorded earlier of you throwing punches.
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12.
Okay, now here is the long part. What you have to do now is go to
every new key frame, and when you see the background video of
yourself in a new position, you have to place the nulls you named
in the new position according to the videos.
Example14 and Example15 will show
the differences in the keyframes.
Please note: in the examples 14 & 15, all I did to give it the
look of a rig (even though it is not a real rig setup) is I made a
certain null target another null corresponding to it (Ex: LeftFoot
targets LeftKnee – LeftKnee targets Waist, etc.). Once you
finish and you are happy with the animation, save it again and load
up a character with a rig already setup.
Once your character is loaded in the scene, pose your character in
the first frame of the timeline in the position of the MoCap
data. Then, parent all the nulls that are on the Rig of your
character, to the nulls that you animated earlier, as shown in
Example16. If you don’t have a rig setup, or
don’t know how to make one, please check http://www.newtek.com
to make your very own rig for your character(s).
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The
outcome of your animation should look like this:
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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.
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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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