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View Full Version : Video Tut: Quick and Easy Animated Lathe Natively in LW



raw-m
06-28-2014, 07:29 AM
https://vimeo.com/99409339

I hope someone finds it of use!

The incredibly useful script I mention is QuickDissolve:
http://web.archive.org/web/20061005014008/http://jeremy.lwidof.net/lscript/#quickdissolve

jeric_synergy
06-28-2014, 08:23 AM
Excellent, thanks! Good use of Radial Array.

rats, I should've asked here: what's the name of that auto-instance-generator script?? Tnx!

raw-m
06-28-2014, 08:48 AM
Glad you liked it! The clone script is there by default, I think it's in the Clone dropdown in Layout.

jeric_synergy
06-28-2014, 08:53 AM
I must have have misunderstood what it did: QuickClone.py I think is the default.

probiner
07-03-2014, 08:09 AM
Good looking graphics and nice use of instances. Here is another way working: http://screencast.com/t/U9SvSv0POyvE that keeps smooth shading.

Cheers

Edit: another one for fun :) http://screencast.com/t/FTMpq229ExN

raw-m
07-03-2014, 12:04 PM
Hey probiner, nice! Spill the beans, how did you do it? :D

ernpchan
07-03-2014, 12:48 PM
https://vimeo.com/99409339

I hope someone finds it of use!

The incredibly useful script I mention is QuickDissolve:
http://web.archive.org/web/20061005014008/http://jeremy.lwidof.net/lscript/#quickdissolve

That was an awesome tutorial. I definitely learned something new. Thanks.

probiner
07-03-2014, 01:35 PM
Did it with nodes :D

https://www.youtube.com/watch?v=4HAO4af_a38&t=40s

ernpchan
07-03-2014, 01:43 PM
Did it with nodes :D

https://www.youtube.com/watch?v=4HAO4af_a38&t=40s

Less showing off! More explaining! :D

raw-m
07-03-2014, 02:15 PM
Thanks ernpchan.

Probiner, you HAVE to tell us what's going on there!!

probiner
07-03-2014, 04:17 PM
You're ok I post a tut on your tut thread? Maybe I should do a series on procedural modeling in LW, lol. Every last job I did on it I focused on that. Mind you sometimes the time it takes doesn't pay off...

Cheers

jeric_synergy
07-03-2014, 04:45 PM
DPKit Rotate node and a gradated weight map.

Since the w.map is a PITA to create, I attach an object. The effect is the same as if you used ROTATE in LWM with a "WeightMap" falloff.

This may be a the case where you get the effect by animating a key in a Gradient....

122774

probiner
07-03-2014, 06:14 PM
https://dl.dropboxusercontent.com/u/143766132/Forums/NewTek/ring.gif

Well I'm gonna tease until swampy or someone else brings it down, ehehe

jeric_synergy
07-03-2014, 06:36 PM
Now, THAT'S interesting.

...DPKit??

raw-m
07-04-2014, 12:49 AM
You're ok I post a tut on your tut thread? Maybe I should do a series on procedural modeling in LW, lol. Every last job I did on it I focused on that. Mind you sometimes the time it takes doesn't pay off...

Cheers
Definitely post that tut! I think it warrants a thread of its own so post a link to it here when up. Looks very interesting.

Waves of light
07-04-2014, 02:37 AM
Just backing up what I said on Vimeo Mark, but thanks for the excellent tut. Simple, yet very effective.

Oh Probiner, please do a quick tut on the node spiral.

raw-m
07-04-2014, 01:55 PM
Just backing up what I said on Vimeo Mark, but thanks for the excellent tut. Simple, yet very effective.

Oh Probiner, please do a quick tut on the node spiral.

Much appreciated, Richard, and thanks for everyones nice words!

Looking forward, Probiner..... :D

probiner
07-05-2014, 07:24 PM
Well to be honest I would be interested in do a commercial tut on this one. Open to feedback on that, what it could covered and included. I would like to focus not only on this single particular end result both also the thought process.
https://dl.dropboxusercontent.com/u/143766132/Forums/NewTek/swirl_C.gif

Right now is looking quite messy (http://i.imgur.com/UiSF7yW.png) :D , so I would have to clean it up. Both for better transmission of content and also explanation

Cheers

djwaterman
07-05-2014, 11:23 PM
Well to be honest I would be interested in do a commercial tut on this one. Open to feedback on that, what it could covered and included. I would like to focus not only on this single particular end result both also the thought process.
https://dl.dropboxusercontent.com/u/143766132/Forums/NewTek/swirl_C.gif

Right now is looking quite messy (http://i.imgur.com/UiSF7yW.png) :D , so I would have to clean it up. Both for better transmission of content and also explanation

Cheers


Do it, price reasonably and release it through Liberty3D or Simply Lightwave. God knows we need some decent motion graphics stuff.

Hail
07-06-2014, 04:59 AM
Well to be honest I would be interested in do a commercial tut on this one. Open to feedback on that, what it could covered and included. I would like to focus not only on this single particular end result both also the thought process.
https://dl.dropboxusercontent.com/u/143766132/Forums/NewTek/swirl_C.gif

Right now is looking quite messy (http://i.imgur.com/UiSF7yW.png) :D , so I would have to clean it up. Both for better transmission of content and also explanation

Cheers

OMG!
Look at that puzzle, and they say it's not rocket science.
How the heck is an average artist supposed to figure this out without going mental??? Thought lw was noted for ease of use, indeed that was what made it great for most of us. How come it's suddenly turning into Houdini lite?
I mean I can kick this stuff out of C4D without needing a tutorial or having to touch expresso, yet I have only spent 3 months of my life learning it, that's how an artist oriented 3d software should be but lw on the other hand took me over 6years learn but when it comes to mograph, I can barely do anything beyond flying texts and boxes. Something must be wrong with my brain you might think, but hey I can bet I am not the only one on this boat and indeed not the first.
It's important the lw3dg understands that most of us are hobbyists/enthusiasts who can NOT afford armies of code freaks, neither do we have the luxury of going back to learn high school maths just to animate extrude and look for more efficient ways of making these kind of stuff doable in lw without going all techy mathy(we did not go into rocket science for a reason, so please don't push us there). If you lack ideas, take a look at C4D or just copy what's there.(there's no shame in doing that)
And PLEASE... no more Houdini like workflow in lw. That was what brought the Core train crashing down remember..???
The high end market is dead now. The last thing you want to do is aim your guns too high.

probiner
07-07-2014, 02:05 PM
I mean I can kick this stuff out of C4D without needing a tutorial or having to touch expresso
I don't belive that is true. I mean, I believe you don't have to see node tutorials with math concepts. But hard to believe you see no C4D tutorials to get a grasp on the tools to get some type of effects and then you move on to do your own thing. You don't have to touch Xpresso because someone else already made the tools in C4D, third parties included. In LW that is not the case...
In Softimage there was a lot of ready-made tools for users made through ICE. So it feels like a normal tool anyway, while interfacing with more level of controls ;) LW compounds need a lot of work to be like this: http://forums.newtek.com/showthread.php?142472-Node-Editor-Improvements-Compound-Node-Constant-Nodes-Comment-Node

https://dl.dropboxusercontent.com/u/143766132/Forums/NewTek/sphere-booleanB.gif Done by: http://prntscr.com/40cw97. Could I have done it in LW without nodes? No... So why trash them?


How come it's suddenly turning into Houdini lite?
For users with some level of abstraction and curiosity, nodes were the best thing brought to LW, for rendering, displacement, etc. All with the help of 3rd parties, Dpont in special. Because you don't have to be as dependant on others to program the tools you want, the way you want and in face you don't have to run to code yourself, which is something else, than using just math and concepts... and a lot of experimenting.
But comparing it to Houdini? :D No...


And PLEASE... no more Houdini like workflow in lw. That was what brought the Core train crashing down remember..???
The high end market is dead now. The last thing you want to do is aim your guns too high.
What did CORE had to do with Houdini? o_O
High end market is dead? You sure?

Cheers

Waves of light
07-07-2014, 02:11 PM
I suck at nodes, so any tut that allows me to break stuff down to try and understand it more is always appreciated. So I'm with DJ on this one, stick it on Liberty3D or Simple Lightwave.

jeric_synergy
07-07-2014, 02:27 PM
Aiyiiiiyiiyii... that's a FOREST of nodes....

Slartibartfast
07-08-2014, 01:44 PM
http://youtu.be/F0L5geZLe1s

122859

Similar result (maybe not as pretty) but with less scary nodes? Thanks DP!
Spiral object with weightmap. Animation controlled by two nulls.

erikals
07-08-2014, 07:20 PM
looks nice... \ :]

thank you, might check it out a bit later... http://erikalstad.com/backup/misc.php_files/047.gif

Slartibartfast
07-08-2014, 11:42 PM
Thanks Erikals!
Here is a scene for dissection. Displacement Nodes are commented (object properties/deform tab). Go ahead and animate the two nulls in the scene (try both by position and rotation). It's kind of fun :)

122866

You'll need dpkit to make it work

erikals
07-09-2014, 02:56 AM
Great...! thank you!

Stored...! http://erikalstad.com/backup/misc.php_files/king.gif

bazsa73
07-09-2014, 03:24 AM
Intriguing stuff! Must try.

raw-m
07-09-2014, 10:32 AM
Nice to see some new approaches coming out the woodwork!

I don't know about you, but Modeler/Layout communication is extremely touch and go on the Mac when using displaced geometry. After making changes in Modeler I have to either reload the scene or I get a garbled mesh or it just crashes Layout. Extremely unstable and fraustrating.

Slartibartfast
07-09-2014, 10:48 AM
Nope, I can't complaint about that since I made it a habit not to use vpr when switching. On a pc thou

bazsa73
07-09-2014, 11:32 AM
I did it almost without nodes. morphmixer, bend in layout and 2 morphs in modeler. Two issues has remained unsolved. Taper and z-axial twist.

probiner
07-10-2014, 05:24 AM
I see Slartibasrtfast picked up the mess and did something with it.
Here's more mess :D

https://dl.dropboxusercontent.com/u/143766132/Forums/NewTek/nodal_fun_stripes.gif

Slartibartfast
07-10-2014, 08:42 AM
That's a cool one probiner. This is fun, here is a simple flower:


http://youtu.be/O2wtCrltbTg

Sorry OP for hijacking your thread ;). It was a good tut, thank you.

raw-m
07-10-2014, 08:48 AM
Sorry OP for hijacking your thread ;). It was a good tut, thank you.

Go for it! How was that one done, can't tell on the black background?

probiner
07-10-2014, 08:52 AM
My guess is that he used multiple setups :)

bazsa73
07-10-2014, 09:41 AM
I dissected the scene Slartibartfast uploaded, very clever. Thumbs up. Thanks for sharing.

jeric_synergy
07-10-2014, 10:16 AM
Wait, there was a tute??? I kept looking but didn't see..... :cry:....

Slartibartfast
07-10-2014, 12:15 PM
Wait, there was a tute??? I kept looking but didn't see..... :cry:....

No tute (but I encourage probiner to make one). He was referring to the previous clip with the spirals, and the scene for that i uploaded. Regarding the flower thingy it's actually cheating a bit. I'm making a 2-point polychain follow a null (by node logic). That null is parented to another null and with amazingly few keyframes it becomes that flower. As probiner guessed, there is also another layer on top that bends the object. The reason for the 2-point polychain? Well, that way i didn't have to bother about rotating points along the path. Rendered negative edges to get it "volumetric" :D
AFC now but if someone is interested I will upload the scene in a while.

Slartibartfast
07-10-2014, 12:51 PM
I dissected the scene Slartibartfast uploaded, very clever. Thumbs up. Thanks for sharing.

My pleasure. Thanks for your kindness.

jeric_synergy
07-10-2014, 05:34 PM
Slartibartfast, thanks for the scene, will try to alien autopsy it! (First pass, :stumped: )

Also thanks for "AFC", much quicker than "#awayFromLW". 8~

bazsa73
07-11-2014, 12:48 AM
I'm going crazy, just can't figure out how to apply procedural displacement on the spirals. Now I try DP_kit Poly Move. I wonder if that is the right direction.

Slartibartfast
07-11-2014, 01:27 AM
I'm going crazy, just can't figure out how to apply procedural displacement on the spirals. Now I try DP_kit Poly Move. I wonder if that is the right direction.
Depends on what you want to do. AFC now but I'd try scale vector(item normal) where scale is driven by a procedural

You might also add other deformers on the object property panel, like bend.

Hope you remain sane and succeed

bazsa73
07-11-2014, 02:08 AM
Depends on what you want to do. AFC now but I'd try scale vector(item normal) where scale is driven by a procedural

You might also add other deformers on the object property panel, like bend.

Hope you remain sane and succeed
Thanks bro! I try to figure out.

raw-m
07-11-2014, 05:48 AM
Another cracker Slartibartfast! I've been looking for a way to animate a tube along a path using the negative value trick on 2 point polys. Can you expand on the "node logic" a little?

Slartibartfast
07-11-2014, 06:14 AM
Another cracker Slartibartfast! I've been looking for a way to animate a tube along a path using the negative value trick on 2 point polys. Can you expand on the "node logic" a little?

Sure, the scene is attached, and a picture of the nodes also. To make the polychain: create a box with many sections along one axis. Click make strands. Go to the newly created layer and copy just one chain (out of four along the box). Paste in third layer. Make planar uv-map. Make weightmap. UV_to_weight. Center and stretch to a single point. save&use.

@bazra73 - I experimented with procedurals and it was harder than I anticipated. I have to fiddle some more with it and let you know if I come up with a nice solution.

122949
122950
Multiplier is -15 in this case. It means the tail of the polychain lags by 15 secs.

raw-m
07-11-2014, 06:25 AM
Oh yes, like that! Good'ol DP Kit again :D

bazsa73
07-11-2014, 09:58 AM
Sure, the scene is attached, and a picture of the nodes also. To make the polychain: create a box with many sections along one axis. Click make strands. Go to the newly created layer and copy just one chain (out of four along the box). Paste in third layer. Make planar uv-map. Make weightmap. UV_to_weight. Center and stretch to a single point. save&use.


Hey, I did this in another way. I do a long flat box along Z axis. No subdiv. New weight map (bottom right corner "W" for newbies). Default settings -> Ok.
Then I select the points far away from the origo and set the weights to zero. Then subdiv (Shift + D) many times, and in the end I Bandglue
the unnecessary stripes. So I get a distributed weighed strip.

probiner
07-11-2014, 03:34 PM
Sure, the scene is attached, and a picture of the nodes also. To make the polychain: create a box with many sections along one axis. Click make strands. Go to the newly created layer and copy just one chain (out of four along the box). Paste in third layer. Make planar uv-map. Make weightmap. UV_to_weight. Center and stretch to a single point. save&use.

@bazra73 - I experimented with procedurals and it was harder than I anticipated. I have to fiddle some more with it and let you know if I come up with a nice solution.

122949
122950
Multiplier is -15 in this case. It means the tail of the polychain lags by 15 secs.

I played with time some days ago, but felt like the scene was a bit... laggy. Maybe from caching. I don't know. Another one you can play with is Item Motion Info from DP. All there are more in with the old streamers tutorial, using Inertia (also laggy)

Cheers

Slartibartfast
07-12-2014, 01:37 AM
Saturday night wasn't the right time to develop nodes :screwy:
Played with procedural displacement today and I came up with the quantum string theory :D


http://youtu.be/ayqwZOaj_8Y
122967
The obscured node is "weightmap". Object is a polychain and iteminfo is referring to a control null.


I played with time some days ago, but felt like the scene was a bit... laggy. Maybe from caching. I don't know. Another one you can play with is Item Motion Info from DP. All there are more in with the old streamers tutorial, using Inertia (also laggy
Yeah, i agree. Time takes time...


Hey, I did this in another way. I do a long flat box along Z axis. No subdiv. New weight map (bottom right corner "W" for newbies). Default settings -> Ok.
Then I select the points far away from the origo and set the weights to zero. Then subdiv (Shift + D) many times, and in the end I Bandglue
the unnecessary stripes. So I get a distributed weighed strip.
Never thought of that. Smart :thumbsup:

Slartibartfast
07-12-2014, 03:38 PM
http://youtu.be/BNSXWr4m_no

Do anyone but me ever wonder how many recursive loops you could do with a long enough phone cord? :jam:

Slartibartfast
07-13-2014, 09:42 AM
http://youtu.be/sSOfv14pttI

"Stargate kattegattis" ;D
Sorry for flooding this thread with my experiments, but I got carried away some :)
This time I made tens of thousands of small boxes. Every little box moves radially on a plane to be no less than a specified distance from the PS3-object (actually from a null inside it. I intended to have a spaceship in the scene, but I didn't have any nearby so I took the remote instead.)
It should've been a circular hole, but I connected wrong nodes that gave a funny result.

raw-m
07-13-2014, 10:15 AM
Sorry for flooding this thread with my experiments...

Not at all, enjoying seeing where it's going! You could probably do that last example using Instances.

How many points make up that DNA growth?

jeric_synergy
07-13-2014, 10:35 AM
http://youtu.be/sSOfv14pttI

"Stargate kattegattis" ;D
Sorry for flooding this thread with my experiments, but I got carried away some :)
Your experiments are worth all my blatheration, so please, carry on! :bowdown:

Slartibartfast
07-13-2014, 10:54 AM
Not at all, enjoying seeing where it's going! You could probably do that last example using Instances.

How many points make up that DNA growth?

It was 16000 points which was a bit too low, hence the flickering towards the end. True about the instances; I almost killed my poor laptop. But I wanted to experiment without extra parameters that could be mean to me. And it was mainly to test DPKit "part move".

Slartibartfast
07-13-2014, 11:02 AM
Your experiments are worth all my blatheration, so please, carry on! :bowdown:

blatheration -> Google translation -> blatheration :bangwall:

Anyways, yeah I'm not sure my wife agree but a man's gotta do what a man's gotta do right? :)
Thanks

Slartibartfast
07-13-2014, 12:22 PM
I tried this in modeler's Plot2D but it failed (as expected)

google this if you want to know what I wanted to math-model:

2*sqrt(-abs(abs(x)-1)*abs(3-abs(x))/((abs(x)-1)*(3-abs(x))))(1+abs(abs(x)-3)/(abs(x)-3))sqrt(1-(x/7)^2)+(5+0.97(abs(x-.5)+abs(x+.5))-3(abs(x-.75)+abs(x+.75)))(1+abs(1-abs(x))/(1-abs(x))),-3sqrt(1-(x/7)^2)sqrt(abs(abs(x)-4)/(abs(x)-4)),abs(x/2)-0.0913722(x^2)-3+sqrt(1-(abs(abs(x)-2)-1)^2),(2.71052+(1.5-.5abs(x))-1.35526sqrt(4-(abs(x)-1)^2))sqrt(abs(abs(x)-1)/(abs(x)-1))+0.9

(No I didn't make up that formula ;D )