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Thread: New To Lightwave a couple questions!

  1. #46
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    Hey a couple more questions everyone, Can you animate UV textures? and if so how, for example I have the eyeball with a UV texture and it isnt a ball because my character isnt one designed with spheres as eyes so if I wanted to make the character look somewhere else how would I manage to accomplish that.

    Also another question if I model hair the anime style, how do I give it a little play, as in a little bounce so it doesnt come off as a completely rigid object? And would I build it on a separate layer or the same layer as what I already have. Thanks

  2. #47
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    Quote Originally Posted by KBS756 View Post
    Hey a couple more questions everyone, Can you animate UV textures? and if so how,
    Go to Surface Editor, Color, Texture Editor, Projection UV - fill in UV map and image - the Animation UV Cycler and Options are below that, see image.

  3. #48
    Super Member nickdigital's Avatar
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    You might be able do item #1 with nodes. But nodes don't show up in OpenGL so you're not gonna be getting any feedback.

    As for item #2 you could try Bullet dynamics if you have 11.5. Depending on how the hair is modeled you could setup ik bones, then parent all the goals to a master null and then add secondary animation that way.
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  4. #49
    Red Mage Celshader's Avatar
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    Quote Originally Posted by KBS756 View Post
    Previous attempt wasn't smooth enough so I gave up and started over
    Attachment 111958
    Attachment 111959

    Think its starting to look better, though I did not model with rings so I will have to figure out something as I go for the eyes.

    Is there a tool that averages out point locations to smooth in lightwave?
    Yes. There is a "Smooth" tool in Modeler. Because it does not create or add geometry, it should be located somewhere under the Modify tab. (ex: Modify > Transform > More > Smooth)

    Also another question if I model hair the anime style, how do I give it a little play, as in a little bounce so it doesnt come off as a completely rigid object? And would I build it on a separate layer or the same layer as what I already have. Thanks
    There are at least five options:

    - animate bones to bend the hair
    - the Inertia displacement plug-in
    - the SoftFX plug-in
    - the ClothFX plug-in
    - 11.5 Bullet Softbody dynamics
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    Celshader, out of the 5 you mentioned, I saw a demo and I think ClothFX would fall like realistic hair? Am I correct in assuming that. All I really want from the hair is some reaction as the character moves so it doesnt look frozen on and has some bounce to it. Of those which do you think would be easiest to do, and how much of an adverse effect on render times does doing this have? Thanks

    Thanks again everyone for the help

  6. #51
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    Inertia might be easiest because it is simplest:

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  7. #52
    But does not work with other deformers. Does that mean won't work with Bones I wonder?

    Another thing to also explore would be an IKB bone dynamics solution, perhaps? Say a rig for the hair constrained to the head bone. Just an idea.

    http://forums.newtek.com/showthread....-Bone-Dynamics

    But if I was going to use Dyamics, I would try using MetaLink on a cage to deform the hair object with Cloth and a collision. I think that would give you the effect you are looking for.

  8. #53
    Super Member dwburman's Avatar
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    There shouldn't be much of a difference in render times with any of those options. When it comes to bullet or softFX or clothFX, you'd calculate the dynamics before rendering.
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  9. #54
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    Can you animate UV textures? and if so how, for example I have the eyeball with a UV texture and it isnt a ball because my character isnt one designed with spheres as eyes so if I wanted to make the character look somewhere else how would I manage to accomplish that.
    You may want to watch William Vaughan's tutorial, "How to setup a cartoon oval eye for animation," found under the heading "Character Animation," here:

    http://forums.newtek.com/showthread....2824-Hours-%29

    Or, go directly, here:

    ftp://ftp.newtek.com/multimedia/movies/w3dw/eye.mov

  10. #55
    Quote Originally Posted by KBS756 View Post
    Also another question if I model hair the anime style, how do I give it a little play, as in a little bounce so it doesnt come off as a completely rigid object? And would I build it on a separate layer or the same layer as what I already have. Thanks
    To add to the above suggestions, if your character has short hair you can also use a turbulence displacement texture and isolate it to hair for simplistic wavering/wind effects.

    Disadvantage: If you absolutely need your character's hair to react to directional movement, it won't give you the result you want.

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  11. #56
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    Thanks again everyone for all your help.

    Quick Question this is going to sound dumb but is there somewhere you can name objects? Thanks


    Quote Originally Posted by Orimar View Post
    You may want to watch William Vaughan's tutorial, "How to setup a cartoon oval eye for animation," found under the heading "Character Animation," here:

    http://forums.newtek.com/showthread....2824-Hours-%29

    Or, go directly, here:

    ftp://ftp.newtek.com/multimedia/movies/w3dw/eye.mov

    And question about this technique does it work when the eyes are really not perfect ovals either?

    Thanks
    Last edited by KBS756; 03-02-2013 at 07:15 AM.

  12. #57
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    Objects are named according to the file/layer names. Sadly, TMK you cannot give them nicknames or aliases. This would be a good feature request.
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  13. #58
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    Is there no way to make the calculation of cloth effects and collision effects use my computers full power? Activity monitor has it using 1 virtual core to 100% rather then using the 24 I have available ... its pretty annoying to only see it use 5-6% when it could be doing things faster if it was using more.

  14. #59
    Adapting Artist jasonwestmas's Avatar
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    Quote Originally Posted by KBS756 View Post
    Is there no way to make the calculation of cloth effects and collision effects use my computers full power? Activity monitor has it using 1 virtual core to 100% rather then using the 24 I have available ... its pretty annoying to only see it use 5-6% when it could be doing things faster if it was using more.
    Correct, Bullet and the FX stuff are all single threaded. It's a common problem/limitation in cg sims it seems.
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  15. #60
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    Quote Originally Posted by KBS756 View Post
    And question about this technique does it work when the eyes are really not perfect ovals either?
    Thanks
    Give it a try.

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