View Full Version : Lightwave 7.5 glass problem
11-20-2004, 06:06 AM
I am using LW7.5 and i am tring to creat a object that has Null attached to part of the object. Is it possible to parent specific points or poly's to a Null. i've tried using a part name but can't get it to work.
11-20-2004, 10:15 AM
In Layout add a null and your object and then praent the null to the object in question (press m to bring up the requester) then move the null to the required position. done
11-21-2004, 06:28 AM
Thank you for you reply but i don't think you read my question right. i already know how to parent a null to a whole object. my question was to parent a null to part of a object or selected points. not the whole object.
11-21-2004, 02:31 PM
I'm pretty new to Lightwave, but would it be possible to place the polys, or copys of the polys you wish to parent the null to on a seperate layer in modeller, then in layout parent the null to that layer of the object?
Just a thought.
11-21-2004, 02:35 PM
Well bones and weightmaps do what you need : they allow parts of an object to be moved, rotated or scaled. Just apply 100% weight value to the points you want to be influenced by your control object (in this case it's a bone, but you can parent it to a null if you want).
Hope that helps
11-24-2004, 01:57 AM
Thanks guys for your suggestions.
I think i might need to make myself a little clearer.
The effect i am trying to create is a glass object that has a drawer like effect, except you can't see the draw part until it is opened.
The only way i could find to do this effect is to make it one piece. I don't think i can use bones because it will warp the draw part out of shape,(its not ment to look like a strech).
The only thing that comes close to this effect is the helmet that Matt Leblanc wore in Lost in Space Movie. see how it all comes from one part. Imagine it was made from glass and you were not ment to see the other parts until they opened.
any further ideas would be great.
11-24-2004, 01:50 PM
Try using endomorphs.
I'm sure you already know how to set them up but please excuse me if I run thrugh the basic rutine.
Make your base mesh (your right about this having to be all on one leavel to work) and remember to flip the air polygons!
Where is says WCMTS at the bottom right of the modeler screen click on the "M" button, to its right theres a small Downward facing triangle with the word "base" next to it. Click on this and select "new".
Type in the name of your new Morph.
Move your poylgons about apropriately (actually at this point I found it easer to move points since the air polygons were difficult to select)
Now in Layout open add the model and hit "p" to open it properties up. Under the deform tab add MorphMixer.
In morph mixer well its self explanatory from here on.
Hope this helps
01-19-2006, 11:00 PM
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