View Full Version : request to makers of 1001 lightwave tips....

jin choung
02-02-2007, 03:25 PM
i love dan ablan books.

i don't buy them anymore. too much repeat information. if i buy a new book, i don't want 1 page to be from a previous book.

granted, with his "complete guide" kinda books, you MUST. but as a user progresses in education, the newer books become less necessary.

so my request tothe 1001 people is, PLEASE continue to make the books! they're FANTASTIC!

but DO NOT reprint a SINGLE ARTICLE! there is NO need to do it for this kind of book (unlike dan ablan's series) and not doing so creates an incentive for people to get the whole series.

if you can't get 1001, go for 500 or something. but please continue the series and please do not reprint!

thank you


02-02-2007, 03:30 PM
Agreed, I really loved the 1001 LW tips book. If they made a new one I would almost certainly buy it.

But... maybe they should release a couple mini books? With LW changing so much lately, perhaps doing 500 now and 500 at 9.5 would be better?

02-02-2007, 04:18 PM
there's tons of tips floating around for the node editor alone !

02-02-2007, 11:25 PM
Im not sure if WordWare is planning on another tips book or not. It wouldnt be hard to fill another volume with new material. :)

Dave Jerrard
02-03-2007, 03:33 AM
It woud be hard. Not filling it, but being able to FIT it in one book. So many things and so little time.

He Who Could Fill A Book Or Two On Nodes Alone.

02-03-2007, 04:13 AM
I think it would be easy. In fact even we can do one right here and now. It'll be 1001 tips for newcomers from us in the intermediate level :

Heres a few tips of my own:

1) When your modeling with a DVD, and you find it hard to go modeling like that, it can mean two things: 1) Either the DVD is old enough of a version, and the tools are no longer placed where they are supposed to be, or the style just isnt you man, so shut the darn thing off, and do your model BY ANY MEANS NECESSARY, believe in yourself that you can as heck do it :thumbsup: . See the image is there, in the background, it isnt going to go anywhere will it? So slap some points and polys on it, up to a point where YOU see it that is right, and go on with it. - Diedon Dorambari

2) Get to know some friends in LW Discussion Forums. Introduce yourself decently, and most if not all will be glad to help, when the inevitable first black days when nothing seems to go right in LW occur. It happened to all of us, we got helped, so will you. And the wheel keeps turning. - Diedon Dorambari

3) Some of special LW'ers even offer help online. These are hard lining experts, specialized in LW throughout their lives. And for the most part, they have little if any sleep, so you can find them available throughout. Do respect them though, cause , if anything, all they want in return it seems, is to keep them friendly company online. - Diedon Dorambari

Copyright (C) By Intermiadiate LW'ers 2007. All rights reserved.

Ive started it, man I KNOW you can take it from here :thumbsup: :lwicon: :)

02-03-2007, 05:48 AM
If you scale something by -100%, that effectively mirrors it. So, if you have a symmetrical object to texture, rather than using a second image map or a morph to wrench the texture over, click "autosize" and enter a "-" in the size value you want to mirror.

Any text or other non-symmetrical details will read backwards, of course, but for a lot of symmetrical-object modelling, it's a real timesaver.


If you need to make a rounded-edge object, such as a sign, or any shape with circular, rounded edges, make a zero-thickness Disk in the XY plane - so that'd be the Back view in the default setup.

Hit "k" to kill the poly, and lasso three-quarters of the points - those which you don't want as your 90-degree circular curve. Delete them.

Offset the remaining arc points from the origin, and perform two mirror operations (Shifted V is the keystroke) - once to clone the points in the X axis, then again to clone them in the Y. Select the vertices in order and hit "p" to make the polygon.

This gives cleaner geometry than making a zero-thickness Box with edge radius.

02-05-2007, 05:06 AM
6) 05.02.07 - If you have kids, and you work at home too (or only) and you like them to see how you make those cartoons they see on TV. KEEP them at least a meter away from the PC case, so as their restless feet dont accidentally hit the reset button IN THE MIDDLE OF UNSAVED ANIMATION :bangwall:

7) If nobody understands the hard and frustrating work related in LW, not even the closest ones, then dont worrt... Youve got us :thumbsup: :o

8) If something distracts you while your in sleep, and you wake up at 3 in the morning. And you just cant get back to sleep thinking of LW all the time. Then instead of fighting against the creative energy that has build in you by now, and have a terrible night, just go ahead and release that energy go wild and do some hard work, or whatever work thats on your project. The only way you can get back to sleep is when the creative energy is spent. So spent it wisely, dont just throw the precious thing away, and dont worry, the sleepiness will get back to you sooner or later.

9) If you a real beginner, one of THEE best ways to learn LW is by doing a project. And Im sure youve heard that alot. But WHAT project? Well, you can do your dreams for one thing. They are very mysterious, exciting, full and FULL of messages, enough to boost you up the end when you render your dreams final scene. The process is overly exciting, the ones with weak harts shouldnt try this way up. The REALY important dreams, weather they are terribly frightening, or too good, you dont ever forget. So you should know more or less about it for a start. Then you move from there. Otherwise its always handy to keep a notebook, writte the dreams in, and get back to sleep. Or a Dictaphone

10) If you want to benefit what life offers you, in all directions. Then to balance the mind work, do some excercise or sports (body work). Everyone has different tastes regarding physical involvement. And some even hesitate. But just because your a 3D artist (Or some call themselves Geeg's) , you dont have to fit the profile by not rewarding your body with excercizes. Just 3 hours a week of jogging, or 3 hours a week of bodybuilding (Of course for best results is to do both) and itll be fine. You can do it while LW renders or just find some time for it, and reward-balance YOU with bodyliy work/excersize for a change. You better listen to it while it asks you nicely with respect and calmly to excersize. You dont want your body using any method of backpains to force you into doing some excersize do you?

11) ALWAYS Save RGB when rendering. This just can't be stressed enough. And Im sure it'll come the time when you will render as Animation file instead. And something will interrupt the process and youll loose your of God knows how much time and start all over again. For starters it can be devastating. So THEE safest way to go by is by rendering with Save RGB option. What that does it renders pictures per frame instead of putting it all together for you. The benefit is that you can start exactly where you left it. Pile up all those saved images and join them on a editing software like virtualdub. Or those that have Adobe Premiere and the like all the better.

02-05-2007, 05:25 AM
12) If you have slightest 3D artistic mind set, DONT pay others to do your work for you. Do it youreslf in LW. Firstly, its a fact that the most empathetic Psychologist on earth, can ONLY see 30% of the image thats on your head. And thats a proffesional Psychologist mind you. And he will understand it after a period of time, and it depends on how you describe it even. So first you have that, then second is when the 3D artist has that 30% of the scene that you see, it'll depend on his skill level just how much of that 30% will be realized. So theres another filter right there. Thirdly, if you dont tolerate loosing more than whats already been lost (70%), then it'll cost you time/money to do it just rightly. And to do it 100% of that 30% your gonna need the best, thus thee most expensive 3D artists. So not only that it wont be 100% how you see it in you, cause that gets lost in the interpersonal vacuum, but it will cost you ALOT of time and money.
Instead, you should feel lucky that you are already boiling with scenes. And with some slightest Video Tutorials, and us in here, Im sure you would be on your way to express the fire within you, outwards. And it sure as heck will be far more than those 30% that the other person can see. Plus it wont cost you as much, and youll be developing some pretty needful skills, and... Well your the boss of your project for the whole 100% of it. Your wish, will be LW's lifetime mission command! PERIOD!

02-06-2007, 02:11 AM
13) You know the Disneys cartoon movie about the king named Cruscow, that becomes a lama. And the witches bodyguard/servant, that big guy, athletic and that speaks to squarels. The words he used to talk to squarels was more or less always "Squicky di skquick, squicken". All meaning was expressed by them three words. Its like 3 words for all meanings. By the same analogy, in order to realize your project exactly as you want them, there is also a single process that beats all odds that are lined up against you. By shear coincedence its called "Tweaky di tweak, tweaken"

(Fello LW-ers, your not gonna leave me all by myself are you? Cause Im sure you CAN deliver)

02-06-2007, 02:44 AM
Diedond, your doing so well, we'd hate to break your (rather surreal) flow. :D

02-06-2007, 02:57 AM
14. probably not new or cool: when modelling heads i use the Texture (Texture wireframe) mode in modeler to get immediate feedback on the placement of points based on my reference photograph (assuming the photograph has been properly taken). the the backdrop image is actually planar mapped into the model (usually a pre-created model from a past project), so instead of lining up points in the orthographic, i'm modifying the points in perspective, getting real-time feedback on my textured model.

02-06-2007, 03:02 AM
Whatever you do, don't try to build a photo-realistic human for your first model then get totally dis-heartened when you can't match up to the gurus out there.

Set yourself simple achievable goals to start with, model everyday items you can see so you have the reference right there. Model, wherever possible, in real world values, so if your building a speaker that is 20 cm tall, make your model 20cm tall.
If your model is curvy, then just build a simple 'box' in the background with the right dimensions to stop you going off size, set it up as a bkacground layer whilst modelling.

Break something down into it's component parts, do be intimidated by thinking it's too complex.
That lovely coffee table, why, in reality, it's just so many boxes and columns. :)

02-06-2007, 03:14 AM
15) If your project requires the use of special effects. Dont forget Flay.com where theres tons of various Plugg-ins that would ease up the FX process. Some are free and some arent. That is of course if the powerful LW's hypervoxels, texture displacements and the like wont do the job in the first place. If both software based Plug-ins and LW's fx tool dont help you. Then you should consider meat based plug-ins. They are easy to be found, some are even in this forum. Though now we are talking about more expensive solutions of course.

Diedond, your doing so well, we'd hate to break your (rather surreal) flow. :D

(The flow isnt endless, and if it it is, it would take longer to reach 1001. Besides I was thinking of joint venture, and a union of flows to speed up the process. Come on, it cant be any easier than this. No deadlines, just experienced common sense connected to LW's manual is all it asks. And aammm... you do mean surreal in a good way right? Answer me with the upcoming number of tips and tricks :) )

02-06-2007, 03:25 AM
The above post shouldve been number 16 in order. It mustve been posted right after Colkais. The next number is 17. Please add numbers guys. Thanks.

02-07-2007, 01:19 AM
17) If you feel down by all this 3D artistry. If you feel like "There should be more to it in life other than working in LW all day long, and rendering all night long" . Then watch the latest Martial Arts documentary, see how they've build their hand bones into something of a iron strength. Strong enough to break layers upon layers of concrete. And if you get fascinated by that, than you can try punching a wooden desk for starters. Its more practical and leaves less wounds. And the next time you sit there, await your render, and time painfully slips away, slitting you in the process, you can have a look at your hands wounds, as a reminder that there is more to it than that, and you are already doing it. The feeling of healing hand wounds, and thus strengthening hands is awsome really.

18) While your doing your first project and you do your first scene, and you feel like you can do more, then dont blind yourself by the extra work involved, and do that "more" that you would like. LW is THEEE place on earth that you can do things EXACTLY 100% like you want to. So do some more work, and do it well. But this is a two edged sword unfortunately. Cause when you set course in doing it PERFECT, you might loose touch/spontainety with the overall project, which might effect its meaning. You wont get neccessarily get the attention by doing perfect models. But you sure can receive attention by a wonderful message/story. The aim is not to be obssessed with perfectivity. You may have very accurate, down to the last detail model, but it all is worth nothing if the story of the project gets overshadowed by the need to show off your hard work. Keep in mind that all models, textures, scenes, voices, sound effects, music, all serve one thing, to give a meaningful message/story. Nothing should break this hierarchical chain, unless its someone elses work to put it all together. Ever since prehistoric times, people have told stories. LW is ONLY the latest technology, to do what has been done for the whole human intellectual evolution. So you oughta look for the golden middle of: 1) Leaving work as it is, kowing that you can do better, and 2) Overworking, which ultimately even leaves to the projects undoing. And just where is the middle? Nobody knows for certain. And I cant go further than that. There is no definition. Its somewhere there, where you uniquily leave your marks as the author of your project.

02-08-2007, 02:47 AM
19) The proper way forward in making a movie in LW is:
a) Come up with a story
b) Voice the story. Have actors, or preferably, voice them yourself. Nobody knows your characters better then you. NOBODY!
c) Model your characters, and test rigg them
d) Animate characters and their surrounding objects, in YOUR way, so that you come up with satisfactory scenes.
e) Edit the scenes YOUR WAY and apply Sound Effects, and Music in Virtualdub, Adobe Premiere or other apps.
f) ..... Your done

Now theres a reason why its lined up like that. And again, like any other time, its no ancient magic trick, its good old common sense, the one you also have. See if you dont have a written story, you basically dont have anything solid. The images of scenes in your head, are liquid, and you will need something more concrete, so it doesnt changes with the pulls and pushes of various stress that may come up when doing projects.
So you write the fundamental story, and you have a starting point. But nobody sees it yet does it? Before you model it, (and its obvious that you need to model before animating, cause what are you animating? Your models, yes of course, your models) you need to voice it. Why?
Well actually this order may be open for a change. The only reasons why voicing is before modeling, is because, after this step, you'll be locked in LW phase for a good deal of time on your project. So its a focus issue, you only focus on LW after the voicing is done.
Some might prefer some change of focus every now and then, so they can jump from LW to voicing and then LW again, so this oughta be left for the authors taste.
Whats important is that either way, you need both the models and their voices in a scene. Why? Cause thats the only way you'll know for sure just for how long will your character stand there and do less things, cause he is talking. Your gonna animate the lips moving during talking so you need voices to slowly morph them in time correctly. You dont want the character to say "I see" and lips unmatching the word now do you. In other words, lips movement/and fascial expression is a part of animation, so youll need them too.
Now youll have your scenes. And either a scene at a time, or await the completion of all scenes, have them edited and then, for added quality, you need some sound effects, and mood music. Which ones to put where is completely free of your choice.
See its, always common sense. And something breaks while you repaired the other thing, and you feel like "Its 2 steps forward, one step backward" then dont worry cause thats exactly how it should be (Refer to Tips and Tricks number 13). Thats proper workflow. And if there is no step backwards at all, then it can only mean two things: a) Youve mustve forgotten something; b) Admit it...After all this time... Yeap, it is true... YOU ARE BECOMING INTERMEDIATE :thumbsup: :)
Goood Luck :thumbsup:

02-08-2007, 10:52 AM
20) If you find yourself stuck in Lightwave with whatever task you are doing and more swearing is eminating from your mouth then there are redundant tools in Lightwave then you have two options to fix the problem.

1) Hit the computer several times with a baseball bat. This will feel very good but will leave you with a large bill after purchasing a new computer. If however you want an excuse to buy a new computer anyway this option is for you.

2) Walk away. Take a break. Go eat something. Go makeout with your girlfriend. Do anything that is not related to Lightwave or CG in any way. Come back to the project and start working. You will be amazed at how things will work after you have stepped away for a while.

Dave Jerrard
02-08-2007, 12:00 PM
2) Walk away. Take a break. Go eat something. Go makeout with your girlfriend. Do anything that is not related to Lightwave or CG in any way. Come back to the project and start working. You will be amazed at how things will work after you have stepped away for a while.

2a) Stop doing this, get a real life, and find a girlfriend. Make out, then quit this real life nonsense and get back to LightWave.

He Who Somehow Managed To Get Married Without Venturing Into Real Life.

02-09-2007, 01:50 AM
21) Get a video tutorial. Yes you can start of with a book instead of a video. But theres much more than mechanical process involved when you see a real well knowing person, telling you how to do any project in LW.
For starters, you see he's human, doing mistakes in the 2 step forward one step backwards process (See Tips and tricks 13), so you realize that even Professionals do mistakes, and that this isnt a Samurai thing, that everything finishes with a one straightforward attempt. You see that LW like any other program crashes. And you dont have to sell you llaptop thinking its no good for LW. Nor your desktop for that matter.
And you have the same tools in LW like the tutor right there and then. So copying him is all too simple. Everything is in front of you. Again common sense should kick in. After doing the projects described in the Video Tutorial, then you elaborate further from this, which has come to be a starting point. And you can return to the video tutorial at any time you become blocked. Or just shoot a question here. That should get you going on the technical part of the projects.

22) Find out to which cathegory you best belong. Are you into doing seemingly real things, down to the last detail, or are you more interested in cartoony, cell-shaded models and scenes. Cell shaded is a shader that makes your models appear as if someone has drawn them.
But in the middle of them two there are alot of variations between real and toony. Some that I can think of is: not cell shaded but still toony, Cellshaded but non toony, real environment toony or shaded characters, and vice versa. And somewhere there is a style that best fits you.
In general, getting models into beeing perceived as real, would require precise, copying of that particular model, from the values that are in reality/nature. The more details you add from reality into the model, the more real it will seem. Its more narrow, and with tighter laws how to model. While making toons, since they are in your imagination, they can be anyway you like it. Down to the last unreal, strangest facet, sticking out or in from wherever in your character. And when they ask why is it like that, you can simply reply: CAUSE IT IS

02-09-2007, 02:51 AM
21) Get a video tutorial. ...For starters, you see he's human, doing mistakes in the 2 step forward one step backwards process (See Tips and tricks 13), so you realize that even Professionals do mistakes, and that this isnt a Samurai thing, that everything finishes with a one straightforward attempt.

H*ll, yes! Seeing a professional of several years standing suddenly have to step through why it ISN'T working is worth the price alone. You see not only how to do the task but also how to overcome difficulties.

Which reinforces the earlier point: Even the best users sometimes need help. Ignore the people who seem to feel if you can't overcome the problem yourself you must suffer from sexual disfunction, and ask for help. There is no stigma attached to asking help, in fact it benefits everyone. People will help you and that issue will then be documented with it's solution. Apart from the occasional cat-fight this is a sharing environment, so join in and learn.

02-09-2007, 03:10 AM
I'll add a 'h*ll yeah' to that.

There only other way to truly learn something quicker is to be sat next to someone whilst you're working. There is nothing more frustrating than trying to figure something out without help, trust me, I've done that far too often.

If a video does it, or the community at large, use it, there is no point in holding yourself back simply to prove a point to yourself. Learn the trick, move on. :)

02-09-2007, 03:50 AM
21. Because of LW's layout workflow, it forces you to keep a rigid workpath. This can be good and bad at the same time.
When it comes to rigging a character in LW, it is important to understand how the rigging methodology for LW works, experiment with a few setups, makes some mistakes and develop a non destructible way of setting up and using your rigs. Again rigging in LW is very simple even setting up motion modifiers and now we have relativity which eases the expression set up; the main issues are the VERY linear workflow of setting up rigs and the inherent pecker of motion transformation only undos, but it keeps you meticulous at least. Then again there are autoriggers :D

PS I wants an oddy avatar tooo...

02-09-2007, 05:13 AM
PS I wants an oddy avatar tooo...
Who wouldn't? :p :devil:

02-09-2007, 05:28 AM
PS I wants an oddy avatar tooo...

This only open to the Devoted of the oDD.
if you open your heart, and accept Him as your saviour you will be redeemed (though you will still be cr*p in His eyes).
*cough* though this is totally immature and shouldn't be condoned ;).

02-09-2007, 05:47 AM
25) Modeler in LW is among the best modelers in the world. You can do whatever you like in here. Since theres tons of styles how to do a certain model, Ill only mention my way here: I usually slap a straight mesh of polys into a characters half face. A point at a time. And after mirroring, I add final touches.

(Shhhhhhhh.... People are reading tricks and tips in this "library". You are causing too much noise. If your gonna say something do so in lower voice (In brackets) Besides, Im trying to do this thing here. If you must speak off topic, do so in a paralel area in brackets like this one. And for fun, lets just say you need to give a tip or a trick to "qualify" for putting other stuff in brackets, like me. I added a tip now I can say something paralel in brackets here. Like "No, nothing near him will ever be anywhere near my avatar" :thumbsup: And do add numbers on your tips. If I could edit it, I would do it for you, but I cant.)

02-09-2007, 06:20 AM
based on something i found out last night...
26) treat yourself to sitting down and playing with each tool in LW, you may well find several ways of doing things and sometimes, you can find a much faster way if you know what each tool "really" does.

02-09-2007, 08:33 AM
if you know what each tool "really" does.

((((((wouldn't that mean reading docs???)))))) :cursin:

Tho it probably is why my avitar is having such a hard time :D

02-09-2007, 09:01 AM
Oh my freaking gosh. Prosperctor I love your bloodyman avatar, that just made my day.

02-09-2007, 11:14 AM
HeHE :D :D :D

02-10-2007, 02:14 AM
AAAHHHMMMM !!!!! Read Tips and trick number 25, whats on brackets gentlemen.

26) If two or more of your characters happen to find themselves on a philosphical/political debate in one scene. And theres tons of letter morphing to do. You oughta get a plug-in to help you cover them all. DAZ Mimic is one of them. It wont solve all your problesm though. Its not just plug and the WHOLE conversation is translated into letter morphs on the face. But it is help. It can provide some start point for the whole conversation, from which then you can add final touches in the almight Graph Editor, which can have the final say in anything.

02-12-2007, 12:45 AM
27) If for any reasons you want to stick on what the good old LW offers you, regarding morphing lips of your characters, and synchronising it with the voice which, btw you load in scene editor. Then you might find it easier to go with tha "letter by letter" approach. Of course Im talking about morph mixer's graph editor (E - Envelopes/Graph Editor) So you add the plug-in in Object Properties, and double click Morph Mixer.

And now you have letters and expressions (Which youve build on modeler before, they dont come automatically). Everyone agrees that Graph Editor gives THEE most control. So instead of going word by word, you can finish the letter of lets say "A" on the whole scene. Then when your done with it, you can go on with the next letter and so on and so forth. This is better when your using graph editor, in the sense that you dont have to go from one letter to another, which you would do if you were to use the "word by word" appraoch.

And if you dont want to use the graph editor, then in using the Morph Mixer, you need to remember to key in while its at 0 percent and before your going to use a morph, then on the next frame, move the scale to a desired percantage, and key out in 0 again after the letter ends. But this appraoch can get confusing, because the keys usually dont get linear, you do that in Graph Editor, thus you might assume that the whole thing has no control whatsoever.

02-12-2007, 11:21 PM
You can also display just the morph channels you want in the dopesheet editor and adjust from there :)

02-13-2007, 12:50 AM
29) So your doing the word "make" on lets say a clockmaker character. And the moment you increase the "M" letter morph in MM (which from now on we'll name Morph Mixer with), you see that the Clockmakers lips arent going back enough. And you've noticed that on his final word, that took you two days to to finish the whole conversation. So your thinking "Im gonna go through all these morphs again!!!". Well, to your conveniance, you can simply get back to Modeler, go to the morph section, and repair the "M" morph. This single change in here, will apply for the whole conversation, wherever the "M" letter got applied in, with no adjustments further needed :thumbsup:

Dont you just love it when you repair only one place, and it applies throughout :) .

02-13-2007, 09:05 AM
30) When making UV maps try using the 'Texture Guide' instead of the 'Make UV Map' command. The 'Texture Guide' tool will let you dynamically rotate, scale, and move the UV space as you make the map. This can save you having to move and rotate the model using a morph map. It's a pretty neat tool that is buried deep in the Vertex Maps panel.

02-14-2007, 03:12 AM
31) So you finally have a project. And when you realize the time involved in it, the whole work and time/ commitment it will take, you might get stouned and hesitate to accept it, or even think "In what have I put myself into this time", and loose your willingness to go ahead with the project, thinking that theres noway you can reach the end of it. But dont worry cause all this is a perception issue. It largely depends on how you look at it.

If your sure you want to do it, and the overall work thats into it gets you having second thoughts on the whole 3D thing, then the next step is to find a more optimum way of realizing it. In other words, what would be the best way to achieve your goal, with THEEE least amount of effort put into it.

Choping the whole project into more managable parts per day is one way. Cause here lies the perception issue mentioend above. Its not that your gonna start today and will only leave the project when, and only when it ends, is it? No, there'll be plenty of breaks, pauses, stand points, from where you'll leave it, and come back to it after a while (Few hours or next day). And in this pause its crucial (As described in Tips and tricks 20 and 20, 2a) to do something completely, and utterly different from what you did till now.

Thus you can think of it as the ant against a dead elephant idea. The ant has to chop a managable piece out of the elephant, go all the way back to the base, "sit for a while", and got up at the elephant again, chop another piece and resend again, and so on and so fourth. But, given time, sooner or later, if the ant isnt competing against bacteria, nagats and the like, a single ant can chop off a whole elephant, piece by piece, a managable part at a time.

And if the ant can do that to an elephant for a period of time, you human, whom is at a far greater advantage than it in SO many ways, can sure as heck chop the project to managable bits, and plan when will it at all end.

Knowing that, dont push yourself, and dont do less then you feel like you can do. The golden middle is of grandiose importance. If you do more than what you feel, you might do less tommorow and perhaps day after tommorow, and if you do less then what you feel, then you might get into an existantial debate with yourself.

The golden middle is somewhere there you'll find it, just listen to yourself. :thumbsup:

02-14-2007, 03:41 AM
32) Remember, save often(in case of power outages, crashes) and save in increments or varying files for the same project(in the event that the current file was corrupted by your mistake or worse the program).

02-14-2007, 05:17 AM

And the key is Shift-S for Save Incremental.

02-15-2007, 01:35 AM
33) So your wondering how doing LW will eventually provide a good income? And you feel unsure about all this? Then read the Client Expectations - Wow - thread. By the time this thread ends, the other one might not be around anymore. So just click Search above there, between New Posts and Quick Link up there, find it ANNND READ IT CAREFULLY AND COMPLETELY however long it may be. You have real proffesionals explaining various client exploitations, that has occured to them, and how they found out the hard way what they should do. You wont ever get that in any book. Its reality written down directly, no editors last touch.
And that you now, the reader have the privelige to read, learn, build armour around yourself, so as you you dont have to fall where they did.
Again nothing beats your own experience, but dont let it become a trap like in some cases in that thread became.

02-15-2007, 02:11 AM
for tip 33) the link is http://newtek.com/forums/showthread.php?t=63462

02-20-2007, 09:28 AM
Hey guys, glad you enjoyed the first book... I am no longer at Wordware so I dont know what they are up to... but it is great to hear the push for a new Tips & Tricks book.

02-21-2007, 01:27 AM
34) Whatever you are saving, save it with the meaning that its suppose to do. Like if you have a ball in the middle of the room, and you have the main light and backlight. But theres no ceiling, and you want a bit of the skylight, when you make a new light name it "Balls bluish sky light from above" or of course something of the like. It doesnt has to be a standard naming process. But what it has to do, is be a meaningful name for you, so as you can always know what is where at all times. And you have alot to name, I should probably mention: Scenes, Objects, Morphs, Environments, Lights, Cameras, or even bones if you like naming it so much.

(You can only give a tip and/or a trick openly like that, you can "qualify" for making other statements after that and in brackets like this. Those are the rules of the game. I didnt make them, Im only applying them :D . So any chance we could be involved in the tip and tricks book of this year. If not, dont type any of the above on the book without our permission, for its all copyrighted, you see names, dates and even time who did it, which automatically makes the writer the author with all rights to them reserved)

02-22-2007, 02:57 AM
35) If youve finally made a scene, but its taking way too much time to render, you can either bake it, or leave it to render as such, while you still work on either Modeler, or another Layout scene. Yes you can open multiple Layouts depending on your computer's Motherboard, RAM, and Graphic Card. But after the second Layout is open, if you open the third one, it may not render everything completely, cause the memory is beeing used on the other two Layouts that you opened before.

Why open more than one Layout and make life more complicated you say?

Well its mainly so that you dont have to wait for it to render, however much time it may take, and then continue doing your scenes. No, you can still go on with it, while one part of the computer works for you. And, it isnt complicated, just look at it as if one Layout has a job, its working its way dearly with the rendering of your scene. The other Layout is what your doing now, and if your rendering in it too, then the third Layout is what your working now. Its a good thing that a powerful computer can handle them all, so you can squeeze the light out of them in overworking it, and have them work for you 24/7 in slavery, for practically nothing (Electricity, though that is of great importance to us in particular).

And whoever comes up with the idea of making a Sindicate for Computer rights, IS ONE DEAD PERSON, whose insides were melted in acid and the now liquid was thrown in the sewer !!!! :devil:

02-22-2007, 01:10 PM
I wanted to chime in and respond to the original post by jin.
Maybe Dave and Wes can expand on this since they have more experience than me as authors. My take on it is why get rid of information in a second edition book when it is still relevant and useful?

This information might also benefit users that do not own the previous editions; furthermore, revising this information to reflect new changes to the software is a good thing since it frees the author to dedicate more time to areas of the book that require more time and dedication and well, it is still relevant and useful as I said before.

02-22-2007, 08:53 PM
One thing I've found to really get to know software, 3D or otherwise, is to do a project in it. A real project that has a deadline. I'm using some software now that's new to me, and attempting a paying job in it. Wow - talk about learning fast! :)

02-23-2007, 02:43 AM
37) If the image in your head of how the character should move in a certain scene, gets lost in details, then load the voice of that character in that certain scene. The characters voice or a music, should help you come back to your ideas about the animation that you may be currently working at.

And if that doesnt works, you oughta be in stress alot. Give some break to yourself, and remember: if he is your character, you know him better than ANYONE on earth, so whats holding you from expressing the character in animation? And if he is someone elses character that you have to animate, well then in order to have additional feel for it, appart from voice and music, then you need to speak to either the creater of the character or the one that wants him in certain way. Listen to what they say, and adapt the inner persona of the character temporarily. Then you should be good to express it, and be on your way.

02-23-2007, 06:49 AM
He Who Could Fill A Book Or Two On Nodes Alone.

I wish you would!

03-06-2007, 07:09 AM
38) Get a UPS with a USB and a software that can automatically shut down your computer. The reason is simple. Eventually you will need to render by night. And that kind of a UPS acts like some kind of insurance for you, just in case the power goes off, even be it temporarily.

But if you live in areas where theres always a power shortage, then see if you could find an Invertor. It automatically switches the house supply with power from the city to the power coming from Accumulator Acid power.
Some UPS's wont work with the Inverter, so get some UPS that does, be it even temporarily.

Now look at the layers upon layers of problems for the "Lack of Electricty" Demon to ruin your work.

1) The electricity should stop. So you had electricty till then, now its gone.

2) The inverter automatically kick in to save your work. Which may last up to 5-6 hours.

3) If that fails theres the UPS, which depending on your type, may last from 15 minutes to 2 and half hours.

4) And even if theres still no power, then the UPS still will do its best to stop the Render by frame, and stop LW and WIndows decently, and shuts down the entire compter. So as you can restart EXACTLY where youve started on some other bright day.

Of course you dont have to have an Inverter, so you can just skip that part, but again, if you are living in a place like mine, you just need to relieve some stress away from the UPS, if its so frequent.

Plus you get to sleep well, knowing that the UPS will handle it, unless theres a angry cloud aiming its lightning on you. And your all set to Render-Render land, as they say.

03-29-2007, 03:34 AM
39) If you have a scene where its made of 9000 frames, and your worried that any keyframe would be harder to work with (meaning, delete, move and the such on the dope sheet) cause a keyframe at every 10 frames appear almost as one when the whole keyframe track is at 9000's. Then what you could do to zoom in to the keyframed area is temporarily change the start and end frame. Lets say your working at frame 5000 on overall 9000 frames. Each keyframe is somewhat indestinguishable from the other, depending on distance of course. So you put 5500 end frame and 4900 start frame. This can be used like zooming in to the work area tool.

40) Be aware of rendering stress. The common everyday sickness of an ordinary man are these pesty little things that dont end. In ancient times, if man was chased by a huge dinosaur, he would summen all his force and either fight or flight. But though its a biger issue than this, its had its advantage on a particular aprt of stress, and that is CLOUSURE. After fighting and supposudly killing the dino, or after fleeing into safety, man can relax, smile, and have a good story to tell his fellow humans. And thats that, it has ended, and moves on. While the stress in Rendering, yea its a small little thing thing, you dont even have ti work at it, rendering works itself, the problem is depending on your power, theres is at least a tiny little worry that its not ending. This lust for clousure keeps building up, and whatever you do you cant end it no matter how much energy you summon. This you remain somewhat alarmed/worried throughout years even. And this all destroys you from within. And in time render stress can even harm you physically. There are various illnesses that derive from stress. damaged ulcers, high or low blood presure, all the way up to a heart attack.
Luckily there are various books regarding dealing with stress. But they all can be generalized in two groups of things that you can do to win stress:

1) Help yourself
2) Ask for help from others

In helping yourself you can use various thought schemes, that you can autosuggest to yourself like "Were getting there", "This one more and Im taking a vacation" and the like; you can beat stress weapon of unpleasentness by doing the opposite making your enviropnment pleasent, with music, various internet sites (if you know what I mean :D ) chat with online friends or just leave LW for a while and do some hot sports to completely loose your mind of. Of course you can bake it thus render it faster, you can devide the huge 9000 frame scene into smaller more managable, thus more pause clousure in between them and the such.

And in helping yourselves you can: Ask for someone you apsolutely trust to be in charge of your renderings; if you can pay for it, gor for one of those pay renders when your done with the scenes; and the like.

Whichever technique you use, dont let it reach you. You can do this, the above and much more are your precious resources that you can do so that it wont harm you. Besides, this is you, and this is what you do, and rendering is a part of it. Good luck .

04-27-2007, 05:24 AM
41) For the easy and intuitive life of rigging & animating go get MAESTRO LW Plugin. Its all there. It has the best of both worlds.
For example rigging with skelegons in Modeler is so straightforward but it has its backfire after you set it up on Layout, as it usually will bring you to the dreaded gimble lock. And making bones in Layout its just tedious regardless how easy they say it is.
Thus comes Maestro. You set the ready made bones for you on Modeler. And you only activite it on Layout. It comes in all variety though you oughta be using the defaults mostly as usual for all programes, at least at the begining. I hesitate to the last degree mentioning plugins cause its a plugin.
Why get spoiled and use things ready made for you, when you as a true artist should do it yourself, and almost all of them just seem like a fake.
But thats not the case with Maestro. Maestro is one of the top plugins one should get. Right there on top, on FPrime level of priorities. Its so good, that it makes one think that if you get used to Maestro's easier ways of animating, and somehow it wont apply nicely to the future releases of LW, then it makes you have doubts weather you should even bother upgrading. ITS THAT GOOD. What else hasnt been said... Yeah, you'll learn using it in no time by simply trying it out, but if you feel you need a video tutorial to leen on, then thats arranged for you too. Theres tons of video tuts on their site, its all straight forward to paradise aniamtion :thumbsup:

03-11-2008, 04:52 AM
35) If youve finally made a scene, but its taking way too much time to render, you can either bake it, or leave it to render as such, while you still work on either Modeler, or another Layout scene. Yes you can open multiple Layouts depending on your computer's Motherboard, RAM, and Graphic Card.

Ahh, actually that's what LWSN is for. It renders faster, and it uses less memory than rendering from Layout. Even if you don't have a render farm it is a very useful tool, especially on multi - core computers.

42: Learn how to set up LWSN and find some other computers to help with the render nodes. if there are no other computers around, then CPU power is pretty cheap these days: a bare bones box with a couple or four processors and a big slab of RAM but no other bells and whistles will only set you back about what you pay for a good graphics card, and it will double your render power. Put it in a cupboard and use remote desktop or VNC to communicate with it, so you don't need to buy more mice / keyboards / monitors.

43: if you've got downtime, explore those funny hidden menu items that you've never used. You'll be ready for retirement before you run out of menu items, commands and plugins to try.

44: Splitting renders into passes can help improve the speed and quality of your final output, particularly if you're rendering animation.

45: Look up the 12 principles of animation developed by the Disney people. Print it out and tape it to your monitor. Better yet buy the book it's in: "The Illusion Of Life" by Frank Thomas & Ollie Johnston

46; force yourself to learn keyboard shortcuts - if there's a shortcut it will be on the button, so rather than clicking the button when you find it, make yourself use the shortcut. Sooner or later muscle memory will kick in and your speed will increase 100%

47: when you've got work to do, stay away from the lightwave forums.

03-11-2008, 07:43 AM
(At last, more involvement)

48) The Tablet. A nifty little thing. Youll keep hearing that over and over from various people. And its for a good reason too. The hand isnt designed for the mouse. But its too good well designed for the pen. Hence centuries of using the pen. It will smooth your working process. You justa gotta have it to believe it. You can find cheap ones too. I wont name company names that produce them... But just use your Intuition and youll be off in a great start :)

03-11-2008, 04:52 PM
Cool to see these :) Very cool!!

03-11-2008, 04:59 PM
38) Get a UPS with a USB and a software that can automatically shut down your computer. The reason is simple. Eventually you will need to render by night. And that kind of a UPS acts like some kind of insurance for you, just in case the power goes off, even be it temporarily.

i sort of have already...it's called a'laptop pc' and comes with a battery as standard

:D :thumbsup:

03-12-2008, 04:52 AM
48) The Tablet. A nifty little thing. Youll keep hearing that over and over from various people. And its for a good reason too. The hand isnt designed for the mouse. But its too good well designed for the pen. Hence centuries of using the pen. It will smooth your working process. You justa gotta have it to believe it. You can find cheap ones too. I wont name company names that produce them... But just use your Intuition and youll be off in a great start :)

I agree, but with exceptions. Use WACOM! Use INTOUS3, if you can afford it. I've tried number of different tablets but nothing compares to Intous (except CINTIQ). Yes, they seem pricey compared to Genious or Trust but Wacoms are waaaaay above them. Bite the bullet and flash the plastic, you wont regret it.

Wacom Intous and Cintiq tablets have nifty Express Keys and TouchStrips which can be configured per application. I attached my configuration for Modeler and it enables me to work way faster and more comfortable than using mouse. Plus, tablet is much more precise than mouse. Plus, it's irreplaceable in PhotoShop and ZBrush. Plus, they look awesome on your desktop and everyone else envy you for having one. Plus, they never brake. Plus...

There's too many pluses to ignore these great things :thumbsup:

03-12-2008, 03:37 PM
48) The Tablet. A nifty little ....

(oh wait, that's been said already. embarrasing.)

49) LWS is a text file. USE IT. Find/Replace is your friend.
Some examples:
- make 5 test versions of the same scene with various objects (types of object (eg. trees), LODs, scales)
- correct changed paths BEFORE the load dialogue
- remove pesky references to plugins that are not installed (intermediate)
- adjust pretty much any other aspect of a camera or light (intermediate)

50) Create animated textures with LW by rendering moving textured polys (rotating cylinder for example), then re-mapping that to your object. Can go super fast (no need to light (set to luminous)).

51) Exception often adds bloom or other memory intensive filters, on a single render of the scene mapped to a poly with texture set to front projection instead of a whole scene itself, allows for more control, adjustment.


03-13-2008, 04:09 AM
52) If by any lucky chance your scene doesnt requires camera movement, and there isnt much moving in the background, then these are ideal conditions for compositing.

Now before you go "Its too complicated id rather have LW render the whole thing" you better consider the needless time the poor computer of yours will waste rendering the whole scene rather then part of it. And its not the computers time thats going by neither. Its YOURS too.

Say you have a scene where the character just sits there and talks with his hands. Then if nothing happens in the background and its a still camera, all you need to do is make a single shot of the background without the character and the chair. And after that render the whole animation of the character and the chair where the character is sitting, but without the background now. It will boost rendering time. And you can then later add the animation in an image behind that youve shot, and it will look as if they were captured both in the same time.

03-13-2008, 04:31 AM
i sort of have already...it's called a'laptop pc' and comes with a battery as standard

:D :thumbsup:

53) Listen to Cresshead :) on that one. Get a Llaptop, and if you have House Batteries aswell, them called Inverters, your pretty much assured regarding electric power if you have power failures. You can get Llaptops that come with spare batteries too.

54) Thieves are a menace. Tons of threads have been opened about them. What thieves wont ever understand is that the computer or llaptop that they have stolen will contain your work. And mostly theres no bargain to retrieve it back. Especially if its a easy to steal llaptop.

Luckily there are more than one ways to deal with them.

a) Move your working space to a rural redneck dominated area. And get to know them and win their hearts. And my God they could shread the thief if they have to, just so they dont ever return to your workshop again.

b) Have the computers insured. A yearly insurance would cost something over 200 euros. But in this version comes the chore of having to copy all your work on DVD's or external hard disks with large disk spaces. You can do that once a week or so. So that when they steal your computer, its insured and youll get one right back, and you can then reload the saved work.

c) Have a meeting with the Security Chief. Theyll give you ideas how to secure your working environment. Anything from web cameras pointing to your computers that you can check online, to window iron bars, to ear pounding alarms, watch killer dogs, aluminium entry doors (and windows they get thrugh there too you know) so as to best preserve fingerprints for later unguaranteed police investigation, and the like.

I personally am using b) Though Ive heard that a) and c) work great in mysterious ways too :)

03-13-2008, 05:21 AM
55)a Save. (Shortcut s).

55)b Autosave. (Only applicable if you use the HUB, which I manage to do for some reason).

55)c Save versions. And versions. And versions. (especially for LWS, they are tiny anyway).

03-13-2008, 06:01 AM
55)c.1 (archijam beat me to it) with LW's crap undos, incremental saves are almost essential. Before making any bold changes to scenes or objects that you've put a lot of work into do an incremental save - ie save your scene / object with a new name. This way if it all goes wrong you can get back to where you were.

56) (related to 54-55.c.1) Your hard drive will fail. It's not a matter of if but when. LW objects and scenes are relatively small and can easily be compressed even smaller. Keep backups on optical disk or other archival mediums of all your scenes and objects and other project files - you can always use these to recreate your renders when the hour finally comes.

(you can download my autoarchiver (http://pureandapplied.com.au/lscripts.html) plugin to make incremental backups a lot less painful here (http://pureandapplied.com.au/lscripts.html))

03-13-2008, 06:23 AM
(57) Spend the $50 a year and purchase Carbonite (www.carbonite.com). Its an on-line back up service w/ no limit to the amount of storage. I have several hundred gigs of textures, models, scenes, animations, & everything else on there. It is a constant back up, and works just like it's own hard drive (uses very little resources, and is fully automatic). Fully encrypted (twice) with the same security used by most major banks.
This has saved my hide on more than one occasion. A must have for anyone who has a large library of files.

(58) When working on static images, save yourself the trouble and comp simple items like people & distant trees w/ photoshop. The "Defringe" feature in PS will remove that little white trim line and marry the image into your LW render alot easier.

03-18-2008, 10:22 AM
59) When modeling always keep a ruler within reach. Accurate measurements make the best models.

60) When you are starting out, make models that are small enough to be measured be a ruler.

05-06-2008, 03:28 AM
61) Its my honor to intriduce you to Mr. Ray McRenderglobals. He lives as his last name may suggest, at Render Street, at Render Global block, on the 1st tab. Hes a tracer by profession and a very good at it too. He can trace anything from: shadows, reflection all the way to transperency and refraction even!

Though a workaholic this Ray is. If you push him too hard, let me tell you, he does gets a bit slopy and delays his otherways incredibly loyal hard work. Thus the more things you tell him to trace the later he gets back to you with his work that youll see in preview after clicking F9.

09-17-2008, 12:30 PM
62) It is important that you behave in these forums. As this sometimes is a place where the otherwise underpaid, apathetically victimized, outlawed, black sheeped, seek refuge in the warm welcoming helping hands of fellow LW users.

And missbehavior (taunting, haressment etc) however sneeky/wisely, or openly foulheartedly, you write yourself to be, ruins that atmosphere, and it will not go unnoticed! And there are neutral and just moderators here that may have you banned! I for one speak in this regard by experience. :cool:

So just like the criminal that Eddie Murphy interrogated in the movie SHOWTIME with Robert De Niro, said "Do not go there, its not a good place" :hey:

63) If your into 3D Movies, and are looking for a profit from it, I strongly suggest that you first either make a shortest possibly version of it, or a trailer. As shorter movies or trailers that represent the whole movie, are easier to make compared to a whole movie, you have a narrower time of the movie to focus on, thus you can focus on neveredning details, and your ideas of that movie get to seek light faster, since there assumably are alot of them. As well as with trailers your are very well good to go in seeking finances by presenting it (or them) to producers.

And when you find someone who is interested to back you up, but desires certain changes here and there, than its easier to change a shorter version or a trailer, than a whole movie.

09-17-2008, 01:13 PM
64) Coffee is the reason projects get done in the first place. Without it, many blockbuster movies, commercials, and NASA videos would remain unfinished. Dunkin Donuts has saved me many a time. :D

63) Always know that no matter how great your animation looks, there is always something wrong with it.:bangwall:

09-17-2008, 06:52 PM
63) Always know that no matter how great your animation looks, there is always something wrong with it.:bangwall:
Unless it was done by the boss. Or Chuck Norris, who of course, is THE boss.

09-17-2008, 07:40 PM
63) Always know that no matter how great your animation looks, there is always something wrong with it.:bangwall:

Nothing that charging extra money for wont cure :)

09-17-2008, 08:33 PM
63) Always know that no matter how great your animation looks, there is always something wrong with it....

...which you'll usually discover AFTER you've delivered it...

09-18-2008, 02:09 AM
Guys, guys, put some numbers on will you. Weve got to 1001 to go. Make a summary of what you wanna add here and a number, and off were launched at reaching it one day :thumbsup:

I guess the three of you can be summoned in one number 65) :)

66) If youre having trouble with uploading in Youtube, you can use VFXCAST.COM instead. Its more dedicated for people like us, and it has a special line and numbers that shows that at what stage your media file is currently uploading. You can upload till 100MB though :thumbsdow Youtube has 1GB, but it didnt had that extra information regarding the status of the upload up to this date.

09-18-2008, 07:44 PM
I don't think I saw mention of the importance of a sense of humor. I HAVE seen a sense of humor, but I don't think I saw it mentioned as a tip. So!

67) A sense of humor is very important. Heh heh.

10-10-2008, 04:38 PM
68) Never tell your wife you'll only be a few minutes when working in Lightwave. You'll be deemed a lier and her trust will go down the tubes.

10-10-2008, 06:58 PM
Why don't we make our own.

Make an editing group, publish it on Lulu and use the money towards plug in development that people vote on....

Just a thought.

* edit. On Lulu it could be continously edited, or simply broken into tiny bits so people don't buy repeat information.

10-11-2008, 01:57 AM
69) The Working Space Conditions.

You may think that you can just work LW in anyplace and at anytime, 'it doesnt matters just as long as your into it and are artworking'. But the untrue part of this may raize its head slowly to you, as you slowly understand just how precious PEACE AND SILENCE really is, and how well it effects work.

That shouldnt be understood as there must be silence for one to do work in LW. No not at all. Some enjoy music and laud environments where they produce their work! (ex. Van Gough)

But, the environment that your using, appart that should have basic workspace conditions (electricity, heat etc), it should also isolate the creative working group, from outside interferences.

What qualifies as 'interference' varies from person to person. But nobody likes to be pushed through the door right when you were in the heat of the battle, right when you were having a grea time in LW!

So just try to Isolate you and your working creative group from such interferences, as they do have in impact on the overall flow of work.

(Nah. This is just from us to us non profitable kinda thing If youd ask me. The internal work for internal use. The Turkish say "biz, bize" . )

10-11-2008, 02:28 AM
70) Watching movies or television is not like it used to be since now we always analyze or are looking for what is real and what isn't.

I can't go a day without telling my wife what's computer graphics or real. I have a hard time refraining from bad graphics or a hurry job.

10-11-2008, 07:23 AM
Hey guys, glad you enjoyed the first book... I am no longer at Wordware so I dont know what they are up to... but it is great to hear the push for a new Tips & Tricks book.

I am rounding up some tips, that I wrote on paper, and else where, 2001 New Tips...
that would be a good title ...


11-05-2008, 07:27 AM
71) Modeling the head with Splines can easily be compared with the Sweat in the Treadmill analogy.

Imagine, or recall the time when you were treadmilling. If the sweat coming from your head, were to leave a colorful mark along its path down to your chin, and if it would do so in at least 6 perfect sweat drops coming in key areas within your face, as they move downwards, and afterwards if you were to lay down completely and have some more colored sweat drops move horizontally now, then you would come up with perfect Splines that after patching would make perfect poly's and an exact match for the half of your face!

Which of course you then just mirror.

I greatly suggest for the fun of it to imagine those colorful drops on the Image in the background of your character, while modeling a head.

Ask yourselves: If gravity where to pull the Spline dot (AKA Colored Sweat Drops in this tip), where would its best resting place be on my background image?

It should help you through it, aswell as provide a good facial sensation while modeling :thumbsup:

02-11-2009, 04:04 AM
72) After sending the image to Photoshop for last touches, and you see a noise in the image. And clearing it with: Heal Brush, Clone Brush, Pixel per pixel Brush tool, even Cutting the area image away doesnt works for you!
Then next time make sure youve cleaned the screen of your Computer before you get into these small details!

(Weve forgoten about this one. Only 28 more to go till 100!)

03-17-2009, 02:11 PM
I thought I'd put a few things in here that I've recently learned.


Never copy/paste a Master Channel. Sometimes it will override the MC that was copied. Messing up expressions that call the MC. Always create NEW Master Channels!

Nicolas Jordan
03-17-2009, 03:15 PM
I consider the 1001 tips and tricks book the best Lightwave book out there by far! :thumbsup: I really hope another one is made eventually.

03-30-2009, 01:48 PM
Not sure if this one is posted...

In LW 9.6 and lower, you cannot change the order of rotation on items.

To compensate you can offset an item by creating an null (or any such item, bone, etc) rotating the item to compensate, and then parent the item you want to offset the rotation of to this new item.

Likewise you can use Same as Item to do this, so that way you can have TWO states of rotation for one item; Be wary of doing this, as you may need to use Same as Item for that particular item (bone, null, etc..) in the future. :)