PDA

View Full Version : NEW weekly tut and tool thread !


cerreto
05-03-2002, 06:59 AM
Well the old threads were looking a lil stale ! So on a suggestion of minus i though having a weekly tut and tool thread would be nice ! well start it on monday maybe with mikes cloth tut hes getting together feel free to post suggestions or chip in with a tut of your own ! keep bringing the ideas !

Tstokes
05-03-2002, 09:39 PM
I would like to see a charcater rig setup that the community can work on collectively where it can be downloaded played with and dissected by all. I realize that there are a million possible ways of rigging and some people will poo poo the idea just based on that alone. But I still think there are some of us that could learn a lot from something like this.

Tom

Mike RB
05-03-2002, 11:04 PM
the rig idea is good. I'm not quite ready with the cloth thing so until then maybe someone else has an idea....

3disciple
05-04-2002, 04:14 AM
I'd like to see a tutorial on animation set-up of rigid body models. Moving pivot points, setting up goals, nulls.

I ask because i'm trying to do a homage to From Software's mech designs and can't figure out how to set up the parenting properly for animation....:love:

minus
05-04-2002, 01:25 PM
w00t! -- This is great news! -- I could see a lot of learning come of this. Could this place possibly be any better? This is something I believe will also drive in a lot more traffic to the Lightwave forum. (equals more talent / ideas). :thumbsup:

dies-irae
05-04-2002, 03:10 PM
yes indeed!
great idea, i think more luring than the older "tutorial threads" coz you'll have to come here every week to get the news! (like we didn't already check this forum at least twice per day...)

I think the rigid body rig is a great idea!

what i'd like to know is how to make a good walking cycle once you've got a good rig (let's say they give you a human rig, how do you do a really good walk cycle?)

Cman
05-05-2002, 06:51 PM
Hi all,
Below is a copy of a "pseudo tut" I just wrote for "Perpendicular Viewports". It's about using one of my old scripts "Move&Align", to construct a Construction Plane.
This was only the 2nd time I ever saw someone ask about it, so I never "formalized" a tutorial.
I know It's a little complicated without pics - but I think you'd get the grasp after seeing the images that show how it works.

....

Hey guys.
I made a plugin that lets you do a Construction Plane through a workaround. It's called : Move&Align
http://www.m2estudios.com/move_align.htm (edit-to put direct link)

There's an explanation of how to use it when you click through the link on the page, but what you'd need to do is a couple of steps and is a little complicated without pictures. Assume all of your geometry is in Layer 1:

1) copy the polygon (Poly-A) you wish to have perpendicular to an axis into layer 2. (Poly-B)
2) create a plane in Layer 3 with it's normal down that axis. (Poly-C)
3) in Layer 1 select Poly-A, put Poly-C in background. Run the Move&Align script, select Yes-Yes-LAYER-(your option).

What it will do is move & rotate the entire layer so your selected polygon in Layer 1 has it's spatial center centered on your "reference polygon" in the background, as well as having the normals parallel, either postively or inverted.

So you do what you gotta do. So long as you DO NOT MOVE OR ROTATE YOUR POLYGON IN LAYER ONE!!! :thumbsdow
Or if do, make damn sure you write down the amount and angle of change, cause you gotta put it back EXACTLY the same. Because to put Layer 1 back, you must:

1) select, again Poly-A
2) Put Poly-B, this time, in the Background
3) Run the script with the same selections, except the last is always +

And your entire Layer will be back where it was, with whatever changes you made.

I know it's a bit of a pain, but after I made the script, I realized I could do this with it. :thumbsup:
The steps aren't too bad once you get the hang of it, and a heck of a lot easier than some expressions set-ups I've done! :)

Obviously you should try it on an object or something that's not to killer.

Because it rotates every point in the Layer, it can be slow if you have major mesh.

Another option is to just use the copy (Poly-B) in Layer 2 for your alterations, then rotate Layer 2 back to "normal" based upon Poly-A in Layer 1. Then copy and paste your changes from Layer 2 to Layer 1.
This way is a bit less scary, and a little simpler, but obviously you don't have the rest of your mesh in the layer to work with.

Anyway, I'll answer any questions I can, if any if you decide to try it.

coremi
05-06-2002, 07:23 AM
after the character rig it will be awesome, great, awesome, to have the character move a little bit around, and some MotionMixer stuff, if it,s not to much. even a scene will be fantastic, if not a tutorial.
anyway thanx a lot, u rock

minus
05-08-2002, 12:38 AM
Hmm if there are no other ideas or tuts ready for a weekly tool... I do vote we post info's on Cmans "Move&Align" plugin. I was the one who asked for the construction planes, though unfortunately I haven't had the time to get to try out the plugin. I won't be able to get Lightwave time for the next couple days probably. Has anyone else given this a go? -- The benefits for example would be that you could make an object like a cylinder with various bevels... and then select the base of that cylinder and then using this plugin... attach it perfectly to a polygon so that it will protrude straight out.

Sounds usefull to me :)

minus
05-08-2002, 09:55 AM
Excellent... I've gotten it to work. :)
So far I have found that it works best for me to just copy the polygon with the normal I like to another layer... and then move the geometry I want to Align, into yet another layer. From there just make the alignment and then copy that all back to the first layer. It really isn't a pain at all.

This kinda free'd up my work flow in that if I have an idea for a "chunk" I want to protrude out from a normal, I don't have to worry about aligning it. I just get right to work designing my "chunk", and from there I can attach it later, with a little resize first even if desired. This is great!

Cman... this was the first plug-in that I've looked into of yours. I'm relativly new to the LightWave toolsets so I don't yet recognize the benefits of a lot of plug-ins over the tools included with LW. That said I have heard a lot of good things about your plug-ins, especially Bandslice. Thanks a lot for making these tools! As soon as I recognize the beauty of Bandslice, i'm sure you can count me in as a customer on that one aswell. :)

Daymeare
05-08-2002, 11:17 AM
Before a rig tut i sugest we have a character modeling tut and then use that model for the rig.
Then an animation (black vs white) tut of that character.
(To kep things in the comunity)

Cman
05-08-2002, 12:48 PM
hi Minus,
thanks for the compliment. :)
There's lots of cool stuff ot there.

After you've used LW a while, you'll find some thing very frustrating, and you want to automate. That's where LScript comes in!
I once did a search on Flay.com's plugin list with "*.*" Needless to say hundreds of scripts came up. I just spent one afternoon going through and discovered lots of gems! :applause:

Character Rigging/Animation, I've been doing that new Lightwave3d7 book, and it's very very good.
He suggested yoichi's mirror weights. It took me a few tries to figure out how it worked, but now I'd swear by it too! Very excellent for doing weights if you're working with a "mirrored" model. :)
I agree with Daymeare.
But maybe we could vote on a good one already on the net, and then work together to go through it, and help each other?

Chewey
05-08-2002, 01:42 PM
So what happened to the old tutorial sticky thread? There were quite a few good links in it.

Why not repost all those links within a single post here so they can be accessed.

Good Idea, Chewey, why not just do something yourself?

hmm...?? !!!?

Okay here they are in a short form with brief comments and credits to the submitters!
=================================================
First of all if you are completely clueless on the basics of Lightwave and feel you just have to post a really simple, basic question that you can't take the time to figure out on your own, this link should be required reading for you

http://www.kolumbus.fi/erkki.halkka/LWFAQ/Smart_Q_01.html
=================================================
Of course, no list would be complete without
the ultimate in Lightwave newbie help,
the actual Lightwave 7.5 pdf manual!
Who woulda thunk it?
submitted by Chewey
ftp.newtek.com/pub/Patches/LightWave_Support/lw75
==================================================
A tutorial for setting up leg skelegons in modeler
and converting and rigging them in layout with a
reverse foot setup.
submitted by Mike RB
http://www.3dluvr.com/blackbourn/web/tuts/rtut.html
==================================================
UV texturing in Lightwave By Max Glick
submitted by Fuzer
http://www.borderequals0.org/articles/uv_intro.cfm
==================================================
Todd Grimes updated character tutorial:
submitted by Mike RB
http://www.evil-plan.com/CS_01.html
==================================================
Philip Meyer's JD Bottle tutorial. submitted by yog
http://www.liquid-arts.de/tech/JD/JD-01.htm
==================================================
I have a few tutorials on my website, feel free to check 'em out:
submitted by Mgfx
http://www.mgfx.net
==================================================
BAROBA's tutorials
submitted by BAROBA
www.lwg3d.com
==================================================
more nice rigging rigging tuts !
submitted by Chewey
http://www.pazur.3d.pl/
==================================================
Another one
submitted by The Ripper
http://lw3dresource.com/links/Tutorials/
==================================================
this site has some interesting lightwave tutorials.
submitted by [msf]
http://www.niklasindustries.com/tutorials/index.php
==================================================
Modeling Tutorials
submitted by AnimaLMotheR
http://www.nickscott.fsnet.co.uk/
==================================================
nice modeling videos in the tutorial section of this site:
submitted by policarpo
www.trhlogos.dk
==================================================
lot of great tut's
submitted by Galo
http://www.ap3d.com/betterspace/
==================================================
Another multi tutorial link site with other stuff!
submitted by Chewey
http://www.3dlinks.com/tutorials_lightwave.cfm
==================================================
CREATING A SPREADING FLAME by Nick Hatzichristos
submitted by Chewey
http://users.otenet.gr/~nixx/flame_tutorial.htm
==================================================
heres 2 really quick 7.5 tutorials.
One on getting sliders to behave and hide when not in use,
as well as hooking up more than one value to a single slider.
submitted by Mike RB
http://www.3dluvr.com/blackbourn/web/tuts/stut/stut.html
==================================================
This next one is cool, you can use Motion Mixer weight curves
on overlapping motions to create a pose bank that you can access
by sliders. Pose mixer anyone?
submitted by Mike RB
http://www.3dluvr.com/blackbourn/web/tuts/pmtut/pmtut.html
==================================================

AnimaLMotheR
05-08-2002, 08:15 PM
Boy am i glad u reposted those links Chewey. :) Good job man. :thumbsup: :thumbsup:

Cman
05-08-2002, 10:22 PM
Cheweeee :)
The man!! :buttrock:

cerreto
05-09-2002, 12:11 AM
Exceelent thanks chew!

Cman
05-09-2002, 12:07 PM
Chewey, those last 2 links got whacked!
(elipses destruction!)

Mike RB
05-09-2002, 02:00 PM
Chewey edit your post with these:

Sliders
http://www.3dluvr.com/blackbourn/web/tuts/stut/stut.html

Pose Mixer
http://www.3dluvr.com/blackbourn/web/tuts/pmtut/pmtut.html

yahll
05-09-2002, 07:56 PM
I'm making some tutorials, well more than tutorials are modeling techniques.. you know those little tricks ;) that we use when we model.

Here are 3 examples, they are not finished but close enough

adding detail (http://www.yahlls.com/htm/tut_eng_model_detail.htm)

organic (http://www.yahlls.com/htm/tut_eng_model_organic.htm)

disc to 4 side polys (http://www.yahlls.com/htm/tut_eng_model_disc.htm)

I think it would be really nice if all of you people share those kind of tricks.

Cman
05-09-2002, 08:26 PM
Those last 2 of Adding detail are exactly what Bandslice does! Doh-out of business again! :D -lol

Those are cool tips. Never thought of the patch divisions before!

The organic technique is awesome.
The disc to 4-sided poly you can do with PolySubDivide.

http://www.m2estudios.com/Files/PolySubDivide.zip

It cuts across like that, but without the center split. Try it out! ;)

yahll
05-09-2002, 08:31 PM
Sorry about that, but you plugin still been faster :)
Yep, I discover freeze one nearly by mistake :thumbsup: and now I use it a lot

Cman
05-09-2002, 08:35 PM
Ooops!
That dern edit button again! :)

What's the story with your "trees" tut? :applause:

yahll
05-09-2002, 09:11 PM
It's a huge tutorial about making trees with magic bevel an the leaves using point clone+.. I have find out how to apply the uv to the leaves after cloning
It's nearly finished

----------------------------------------------------------------------

I was thinking about a new plugin combining the freeze technique with your script MultiMerge_v2.1 (It should weld every 3 points) and somethig to create the middle polys.
Actually if that can be done i think that there is way of creating a plugin that allows you to increase the level of detail as much as you want in some selected polygons.
What do you think?

Cman
05-09-2002, 10:04 PM
Sounds cool of course!
The Multimerge is open source of course, so if you've got ideas, have at it!

But that would be cool to select a ring of points and have a mesh created inside there that you can interactively dial up the detail! =)

Chewey
05-12-2002, 12:07 AM
Originally posted by yahll
It's a huge tutorial about making trees with magic bevel an the leaves using point clone+.. I have find out how to apply the uv to the leaves after cloning

snip...


Don't use Point Clone +

Make your initial leaf object/poly and create it's uv map. Then use "Particle Clone" instead if you want to have your cloned object's uv mapping included in the cloned objects.

yahll
05-12-2002, 12:26 AM
Yep, but Particle Clone is not as complete as Point Clone +,
and as I said there is a way of applying the uv:

-just create a 2 point poly at each vertice of the leaf and give them a different name.
-merge those polys with the leaf.
-Point Clone+
-Apply a planar UV to all the leafs.
-Now you can fix the UV map by selecting the 2 point polys.

:bounce:

Chewey
05-12-2002, 02:17 AM
Particle clone is pretty limited. I'm not following your procedure very well though. Maybe a picture would help.

yahll
05-12-2002, 03:16 AM
Yep, is pretty hard to explain and my English doesn' help ;).


First create the 4 control points, each one with a different surface name (top left, top right, bottom...).
The poly in the background is the leaf.
http://www.yahlls.com/temp/1.jpg
Now merge those polys with the leaf and use point clone +
Then create the UV for all the leafs. So you get something like this
http://www.yahlls.com/temp/2.jpg
Now with the statistics select the those polys with the surface name Top_Left
and strech them to the top left of the UV map.
http://www.yahlls.com/temp/3.jpg
The same fot the top right, bottom left...
http://www.yahlls.com/temp/4.jpg
When you are finished with the UV map remove the one point polys and that's it, all the leafs share the same UV

Tricky, isn't it?

Chewey
05-12-2002, 01:33 PM
That's pretty clever! I'm not sure you need to use uv mapping for the leaves though. You might be able to just use planar mapping.

Thoth
05-13-2002, 01:34 PM
yahll: in adding detail tutorial you use add edge tool.. so is it a plug in or something? It's just that i can't find it from modeler even i looked through the whole command list.

Thanks

Cman
05-13-2002, 01:43 PM
edge tool is free tool provided by DStorm. A great plugin developer from Japan!
Find it on
FLAY.COM
FLAY.COM
FLAY.COM
FLAY.COM
FLAY.COM
FLAY.COM
FLAY.COM
FLAY.COM
:)

yahll
05-13-2002, 04:15 PM
Yep, it comes with lw 7.5, but you can get it atDstorm (http://www.dstorm.co.jp/dslib/plg70.html) if you are using lw6

yog
05-14-2002, 11:30 PM
I seam to remember that "clonez" is like pointclone+, except hat it is meant to keep UV deta intact.

koroko
05-16-2002, 05:09 PM
Yahll, i think it only works with lightwave 7b or above, i dont think it will work under lw6...


fistro pecador...


_____________
angel navarro

yahll
05-18-2002, 04:25 AM
That's too bad.
I'm also was wrong, I doesn't come with 7.5, I thought so but I did't realise that I added all the plugins after installing 7.5,

:rolleyes: I thought that I't was amazing all the little utilities that they added, but those where my own plugins.... I'm know I'm kind of silly:surprised

dies-irae
05-18-2002, 04:55 PM
yahill, great tutorials, they're the kind of little tricks that helps a lot and take only 30 seconds to read and understand, cleverly done!!!

and your leaf uv technique is great, you can apply the very same procedure with non square things (leaves with 7 points or things like that) and quickly get a great uv texture!

thx again for making my life easyer!!!

digones
05-20-2002, 04:43 PM
Hi everybody,

I agree with Daymeare. It will be nice if we could make the entire process (the model, rig and animation)

[]s rodrigo.ribeiro

Psyhke
05-26-2002, 05:02 AM
Yahll: Hi... Nice tutorials. A question on the second organic modelling -- After the Unweld step, how does one move only the specific points required to create the empty space shown in your picture?..

:shrug:

yahll
05-26-2002, 05:51 AM
dies-irae
Thanks, I'm glad it helped

Psyhke:
Lots of people are having problem with that step,
What you need to do is select the two middle polygons and unweld (cltr+u), then with those polygons still selected use drag point (ctrl+t) to move the points in.
....I have to include this in the tutorial.:)

Psyhke
05-26-2002, 06:21 AM
Okay-- I was doing the unwelding in Point mode. I still seemed to have one further problem, which was that in attempting to make polygons in those empty spaces (p) I couldn't avoid selecting multiple (unwelded) points -- so I merged points (m), and that works fine -- Is this what you suggest?

Your tips are timely for me as I have just been in the process of trying to figure out how to make localized detail in sub-d mode (after struggling a bit with that fact that LW is not compatible with n-gons in that mode).

Thanks!...

:thumbsup:

Mike RB
05-26-2002, 06:34 AM
do all your modeling irrespective of quads and tri's, just get the shape right, its easy toward the end to clean up your model to only quads and tris, our very own Cman has written a plugin for this exact purpose.

element412
05-26-2002, 09:36 PM
wow . i cant wait to see the rigging tut .... im so much interested in animating in lw...but try making it for lw6 or up or at least lw7 and up..... just my tougfh....

here s question for ya...
HOW DO YA UNWRAP IN LW??????

elewment

yahll
05-26-2002, 11:24 PM
Unwrap?

You can use a plugin call Unwrap (http://mywebpages.comcast.net/erniew/getstuff.html) :)
or you can just create a uv map and export the uv view as eps or use another plugin call Uv imaginator (http://www.btinternet.com/~lw_3dcybercorp/)

element412
05-27-2002, 01:55 AM
tks a lot...
oh ive choosed unwrap 2..seems to be even better.

Joril
05-29-2002, 04:56 PM
Since this is a sticky Tool tread, I'll ask here in stead of making a new thread.

I'm not sure if this has been asked before but is there a tool or plug-in which does the same thing as the "split polygon tool" in Maya?

I first saw it here :
http://www.geocities.com/daveshighendstuff/page02.htm
You'll prolly know what I'm talking about.
I haven't used Maya yet so I'm not sure how that tool functions, but is he just drawing edges into that polygon?
Seems like pretty fast and handy tool to me.

Cman
05-29-2002, 05:10 PM
Yeah, it's called the "Edge Tool". Comes with LW7.

http://www.dstorm.co.jp/DS_E/index-e.html

Mike RB
05-29-2002, 06:30 PM
No it dosent, magic bevel does.

Joril
05-29-2002, 06:59 PM
Yeah, it's called the "Edge Tool". Comes with LW7.

Yeah, I got that plug-in a while ago, but you can only add a single edge, not a series of linked edges(which i thought was the case with the maya tool), between two existing edges.
Oh well, I guess adding the points manually helps too.

polarman3d
05-29-2002, 07:04 PM
you could also make a series of 2-point polys and use the template drill...

Cman
05-29-2002, 07:14 PM
Originally posted by Mike RB
No it dosent, magic bevel does.

Ooop!
My bad. :D

Raw
06-01-2002, 05:06 AM
Hi guys,

I've just thought of a forum thread containing all of your expirience and maybe some tutorials about the Lightwave PFX-Engine.

There's so much you can do with it;

i'll give it a start by posting this one

http://users.otenet.gr/~nixx/flame_tutorial.htm

hope to get some replies on this

bye and out

Jonathan
06-03-2002, 09:42 PM
Hey this thing really works:beer:

Kaiser_Sose
06-14-2002, 05:34 AM
Hi

New to 3D and LW 7.5, what free plugins should I get

I dl edge tool and magic beveler but cant read how to install them

Any help

Facial Deluxe
06-14-2002, 09:03 AM
Go to your LW directory pluggins and put the ".p" files in it.
Then in LW (both Modeler & Layout) go to the pluggin section and do a "scan directory", select your pluggins dir, the new plugs are now added and usable.
Can't tell you exactly the name of the buttons, don't have LW in front of me now...

Sama3d
06-16-2002, 02:17 AM
minus this ones for you.

http://www.eliteops.com/sama/images/girRender1.jpg

I just wrote a new paper/tutorial on gMil if anyone cares.

http://www.eliteops.com/sama/whatisgMil/index.htm


-Sama

Kaiser_Sose
06-16-2002, 03:25 AM
Originally posted by Raw
Hi guys,

I've just thought of a forum thread containing all of your expirience and maybe some tutorials about the Lightwave PFX-Engine.

There's so much you can do with it;

i'll give it a start by posting this one

http://users.otenet.gr/~nixx/flame_tutorial.htm

hope to get some replies on this

bye and out

That is really neat ... to bad I cant follow it

Could you go back and add a few step by step instructions here and there

Sama3d
06-16-2002, 03:40 AM
Its not really ment to be a beginner tut. Its actually just a study of gMil. Ppl confortable with Lw should be able to follow. Ive heard alot of great things about this surface shader and i thought id help eliminate the guess work; since there are no docs for it.


-Sama

minus
06-16-2002, 05:59 AM
Hah.. nice Gir Sama3d :) -- I've been working on him myself a bit as of late... Linky (http://www.opnotic.com/wip/gircrop.jpg) . Still need to redo his arms and hands though quite a bit... just watched the show again the other day and I see I have it all wronge.

Good job on the G-Mill tut. Since that big article on HDRI was released recently about LW... a lot of people have been looking for more info on Gmill. Good timing.. :)

Kaiser_Sose
06-16-2002, 06:08 AM
Newbie question but ...... is this gMil is LW 7.5 or is a t plugin ..... anyone care to explain in newbie terms

Ryu
06-16-2002, 08:40 AM
Very cool tut about Gmil,
and very cool one too about the diffuse power :)
I learnt a lot, in no time :)
That kind of tips are incredibly useful,
Id i found one, be sure i'll share it with you all...
Bye,

Facial Deluxe
06-16-2002, 09:15 AM
Has anyone tried this new vidéo from Luckazs Pazur Absolute God of Lightwave ???
http://www.forum3d.kom-net.pl/f3dftp.php?id=191

translation here:
note: Seems this video is now unavailable. Perhaps try again later.

Lukasz Pazera wrote in with news of a video that demonstrates his new, well, let's let him tell you about it:

"I've just done a simple avi demonstrating new Bolo Rig that was done with new [7.5] functions in mind. The rig is based on custom objects and sliders, works fully with Motion Mixer2 and is designed the way You don't need neither Schematic nor any other Panel to do rig elements' selections while animating. All controls can be reached directly in viewports."
12MB file is here:

Facial Deluxe
06-16-2002, 09:18 AM
And if someone couls post his official web site and famous REF website, cause I lost my links...

Also the autocharacter setup link....

And if someone has skills to explain some of the process, or simply speak about it, I'd be interested in...

Cheers...

Facial Deluxe
06-16-2002, 09:23 AM
Found, thanx Chewey
http://www.pazur.3d.pl/

Sama3d
06-16-2002, 01:43 PM
Kaiser_Sose>

gMil is a plugin surface shader for LW that simulates radiosity based on you backdrop (can be color, gradient or image) All it does is darken areas that recede, your nooks and crannies. It has options that lets you grab color from the backdrop. Cause with radiosity all kinds of things are reflected and color is one of them.

In the paper I wrote I ended up basically say'n that its good because you can add the "radiosity look" to a selected amount of objects. Also it can work as a dirt shader. Kinda reminds me as dirty reyes. If you compare the render-times from the preliminary bg radiosity render its not really worth it if you consider it a fake radiosity render, because its not all that fast. In my opinion, simulated effects should take less then half the render time that a true effect would. So if you think of it as just a dirt shader its use and value will seam a lot greater.


Minus> yeah gir rulez! I had to redo my model acouple times also.

-Sama

digones
06-16-2002, 05:07 PM
hi

gMil is a free plugin? where can I download it?

thanks!

Sama3d
06-16-2002, 06:50 PM
LW 7.5 comes with its. Its a surface shader.

-Sama

DrM
06-25-2002, 10:29 PM
:shrug:
http://www.newtek.com/discus/messages/2/26249.jpg

Facial Deluxe
06-26-2002, 09:13 AM
Clever :)

Raw
06-26-2002, 02:38 PM
can't see the last picture of the tutorial

nitsuj
06-28-2002, 11:06 PM
Just a note. this file that was once unobtainable is downloadable now. Just downloaded it.

http://www.forum3d.kom-net.pl/f3dftp.php?id=191

Quote
"I've just done a simple avi demonstrating new Bolo Rig that was done with new [7.5] functions in mind. The rig is based on custom objects and sliders, works fully with Motion Mixer2 and is designed the way You don't need neither Schematic nor any other Panel to do rig elements' selections while animating. All controls can be reached directly in viewports."
12MB file is here:

EDIT - after downloading NOTE THAT THIS FILE WAS CORRUPT WHEN I TRIED TO PLAY IT.

Ryu
07-01-2002, 07:28 AM
Geat tut DRM,
really a nice tip...
I am currently finishing a head, afterward,
i will maybe make a tut on it, if someone is interested...
Here is the image....
Bye.

Bupa
07-01-2002, 08:00 AM
Ryu, let come that tutorial.:bounce:

Kaiser_Sose
07-01-2002, 08:43 AM
Yup,

A nice easy to follow tutorial would be great

Cman
07-01-2002, 12:56 PM
Can always use a tut on head modeling.
Especially with such a great character face!

Julez4001
07-01-2002, 11:03 PM
http://www1.plala.or.jp/Otsuka/graphics/plugins/POINTFIT.HTML

Might wanna try this plugin for wraping stuff, too.




http://www1.plala.or.jp/Otsuka/graphics/plugins/image/POINTFIT3.GIF

http://www1.plala.or.jp/Otsuka/graphics/plugins/image/POINTFIT4.GIF

trevlb
07-02-2002, 11:15 PM
i saw a tutorial online that showed how to control the rotation of an arm with one null.....and also how to make all the digits of a finger rotate with one null

i can't remember where it was.....has anyone else seen it?

thanks

Naz
07-03-2002, 12:24 PM
browsing through the links posted here.. in 10 minutes I have learned tons. thanks all for sharing!! :)

a question I have. when animating. is there a way/plugin to use your mouse/pad as a source for motion capture in lightwave?

Jonathan
07-03-2002, 04:45 PM
It's pretty easy to control the arm with a single null trev. The easiest way is to add a null and use the follower to link various rotational channels of the arm to the null.

I have personally used a null at the shoulder to control heading and pitch at the shoulder and humerous and bank to bend the elbow while having another null at the wrist controlling bank of the entire arm, and wrist with the bank and heading and pitch was controlled by heading and pitch of the null.

Fingers, well that's what sliders are for! :)

either way the entire arm and wrist was is controlled by two nulls following the world positions of the various bones they are controlling for asthetic positioning. Makes life a heck of alot easier!

:beer:

trevlb
07-08-2002, 07:08 PM
thanks for the tip jonathan........i was also interested in that link because whoever it was that made the tutorial sounded like they were going to keep making new ones, as well.

Jonathan
07-08-2002, 08:41 PM
I think the tutorial is at www.digitalberet.com. he has a great setup.

I adopted this setup and it is awesome. He targets the shoulder to the null and uses the bank axis to bend the elbow. I furthered adapted it to my uses by using the heading and pitch for wrist heading and pitch and since arm's bank is limited, I use a constrained scale x and y channels of the null for bank of shoulder and bank of wrist. Everything I need controlled from a single null.

:beer:

trevlb
07-09-2002, 04:42 PM
jonathan,

thanks for the link. that was exactly the one i was looking for.

tazmanian
07-11-2002, 09:16 AM
hi guys ....
im new to lightwave 7
can u give me some cool links. for begin Lightwave ..
Plllzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

:bounce:

Psyhke
07-11-2002, 11:36 PM
What kind of links? Flay.com comes to mind for all kinds of links: Tips, Tutorials, and of course hundreds (thousands?) of free and commercial plugins.

anieves
07-12-2002, 12:04 PM
Originally posted by Julez4001
http://www1.plala.or.jp/Otsuka/graphics/plugins/POINTFIT.HTML

Might wanna try this plugin for wraping stuff, too.


Man, I would love to give this plug a try... too bad is for PC only...

anieves
07-12-2002, 12:40 PM
Originally posted by yahll
I'm making some tutorials, well more than tutorials are modeling techniques.. you know those little tricks ;) that we use when we model.

Here are 3 examples, they are not finished but close enough

adding detail (http://www.yahlls.com/htm/tut_eng_model_detail.htm)

organic (http://www.yahlls.com/htm/tut_eng_model_organic.htm)

disc to 4 side polys (http://www.yahlls.com/htm/tut_eng_model_disc.htm)

I think it would be really nice if all of you people share those kind of tricks.

Gracias por las técnicas. Muy interesante y fácil de seguir. Buen trabajo!!!

Cman
07-13-2002, 05:41 PM
Originally posted by nimal
hi guys ....
im new to lightwave 7
can u give me some cool links. for begin Lightwave ..
Plllzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz

:bounce:


Here's a bunch of links previously posted:

Originally posted by Chewey
So what happened to the old tutorial sticky thread? There were quite a few good links in it.

Why not repost all those links within a single post here so they can be accessed.

Good Idea, Chewey, why not just do something yourself?

hmm...?? !!!?

Okay here they are in a short form with brief comments and credits to the submitters!
=================================================
First of all if you are completely clueless on the basics of Lightwave and feel you just have to post a really simple, basic question that you can't take the time to figure out on your own, this link should be required reading for you

http://www.kolumbus.fi/erkki.halkka/LWFAQ/Smart_Q_01.html
=================================================
Of course, no list would be complete without
the ultimate in Lightwave newbie help,
the actual Lightwave 7.5 pdf manual!
Who woulda thunk it?
submitted by Chewey
ftp.newtek.com/pub/Patches/LightWave_Support/lw75
==================================================
A tutorial for setting up leg skelegons in modeler
and converting and rigging them in layout with a
reverse foot setup.
submitted by Mike RB
http://www.3dluvr.com/blackbourn/web/tuts/rtut.html
==================================================
UV texturing in Lightwave By Max Glick
submitted by Fuzer
http://www.borderequals0.org/articles/uv_intro.cfm
==================================================
Todd Grimes updated character tutorial:
submitted by Mike RB
http://www.evil-plan.com/CS_01.html
==================================================
Philip Meyer's JD Bottle tutorial. submitted by yog
http://www.liquid-arts.de/tech/JD/JD-01.htm
==================================================
I have a few tutorials on my website, feel free to check 'em out:
submitted by Mgfx
http://www.mgfx.net
==================================================
BAROBA's tutorials
submitted by BAROBA
www.lwg3d.com
==================================================
more nice rigging rigging tuts !
submitted by Chewey
http://www.pazur.3d.pl/
==================================================
Another one
submitted by The Ripper
http://lw3dresource.com/links/Tutorials/
==================================================
this site has some interesting lightwave tutorials.
submitted by [msf]
http://www.niklasindustries.com/tutorials/index.php
==================================================
Modeling Tutorials
submitted by AnimaLMotheR
http://www.nickscott.fsnet.co.uk/
==================================================
nice modeling videos in the tutorial section of this site:
submitted by policarpo
www.trhlogos.dk
==================================================
lot of great tut's
submitted by Galo
http://www.ap3d.com/betterspace/
==================================================
Another multi tutorial link site with other stuff!
submitted by Chewey
http://www.3dlinks.com/tutorials_lightwave.cfm
==================================================
CREATING A SPREADING FLAME by Nick Hatzichristos
submitted by Chewey
http://users.otenet.gr/~nixx/flame_tutorial.htm
==================================================
heres 2 really quick 7.5 tutorials.
One on getting sliders to behave and hide when not in use,
as well as hooking up more than one value to a single slider.
submitted by Mike RB
http://www.3dluvr.com/blackbourn/web/tuts/stut/stut.html
==================================================
This next one is cool, you can use Motion Mixer weight curves
on overlapping motions to create a pose bank that you can access
by sliders. Pose mixer anyone?
submitted by Mike RB
http://www.3dluvr.com/blackbourn/web/tuts/pmtut/pmtut.html
==================================================

Kaiser_Sose
07-15-2002, 03:48 AM
There is a plugin on this informative page

http://www.rendermania.com/HDRI/

AnimaLMotheR
07-16-2002, 04:19 AM
Cman, the link i posted before, and the one which u included in your list above, doesnt work anymore.

But, there is no need for alarm. This is the new link. :)

http://mysite.freeserve.com/lightwave/default.htm

Awesome tutorials there. :thumbsup: :thumbsup:

RobinOberg
07-21-2002, 05:39 PM
i have no idea if this linka has been posted but im sure it wont be any problem if i post it cause i find the tutorials really nice: http://www.geocities.com/rgkovach/index.htm

Mike RB
07-23-2002, 02:44 PM
I've been asked a bit on what plugins I find necessary for working with lw so I'll put my answer here, keep in mind my interests are in character modeling and animation, I'm sure there are a million useful plugins for texturing and rendering and blowing cars up, but I wont get into those.

Commercial:

Keytrak by Spatial Design (Mark Brown, the motion mixer guy)
99$
http://www.spatial-design.com/plugins/KeyTrak/index.htm
(Makes character animation non tedious in layout for a bunch of reasons)

Free:

Edgetool by Dstorm
http://www.flay.com/GetDetail.cfm?ID=1355
(great to add detail to meshes, make sure only one layer is in the FG, or it may crash, complain)

Point Rail Selector by 3DD
http://www.flay.com/GetDetail.cfm?ID=1046
(selects edgeloops)

Key Rest Pose by Anthony Ramirez
http://www.flay.com/GetDetail.cfm?ID=1400
(great script to recover a bones rest pose if you've messed it up, remember we only have 1 undo, this can save the day somtimes)

Part of LW:

Modeller:

Merge
Dragnet
Move
Rotate
Size
Stretch
SmoothShift
Symmetry
Mirror
Weld
Bandsaw
Statistics
Set Map Value
Clear Map
Copy Map

Layout:

Parent in Place
Custom Item Shape
Replace Object
Motion Mixer
Follower Motion Plugin
Orient Constraints Motion Plugin
Point Constraints Motion Plugin
Graph Editor

Soeren Nielsen
07-30-2002, 02:58 PM
I love your choice of tools, my preferred tools also, except for the keytrak thingy, but Im getting that sometime next week.

EvilDan
07-31-2002, 01:50 AM
Hey Mike, just finished watching your head modelling video. One thing keeps puzzling me. I've noticed you make your cuts on one side of the model then somehow update the other side with the changes. Last time I remembered the symmetry tool doesnt let you do that. BTW great stuff!!

Merlin
07-31-2002, 05:52 PM
Mike RB- thanks for the links, as for your tool list, I can't believe you left off Extender, Knife, and Bevel in Modeler! Smooth Shift is a blessing, IMHO.

I have a feeling this thread is going to help all of us an incredible amount. Just scanning through it, the amount of knowledge in this one thread is just great... and sort of humbling but that's a personal thing. :beer:


Merlin

huh?
08-12-2002, 10:14 PM
hey those tuts from yhall give broken links...
i'd like to see though...

great threat!!!!

huh?
08-12-2002, 10:30 PM
and oh yeah....

I'd like to see a tut on complex uv mapping on oganic models.
That's what i'm trying to figure out right now.

yahll
08-13-2002, 01:04 AM
I'm sorry for those broken links
I'm working in my new web and It still not fully operational
Try this
http://www.yahlls.com/web/tut/tut_pdf/

huh?
08-13-2002, 08:36 AM
thank's yahll,

funny how I came up with some same techniques (the box for uv mapping...)
some great tricks. thank's:thumbsup:

Psyhke
08-29-2002, 10:32 PM
With all the flurry going on with tuts at newteks site, I thought I'd bump this thread up and ask "Why not post stuff about tuts in this sticky 'TUT and tool' thread?" Seems like that's what its suppose to be here for.

:shrug:

proton
09-01-2002, 03:32 AM
I'll start posting tut updates here.....so for starters...go see what we've been real busy putting together every day...

http://www.lightwave3d.com/tutorials/index.html

gL_spear
09-02-2002, 04:26 PM
:bounce: I liked the idea of a tutorial of a character rigging setup from start to finish with cloth, I can never quiet get it right myself.

BTW does anyone know of a good tutorial on DVD with regards to Animation Character Setup????

proton
09-02-2002, 06:33 PM
You should get the LightWave 7.5 Character animation book by Timothy Albee....it's the best book for character animation and Character rigging....

gL_spear
09-03-2002, 10:06 AM
;) cheers 'proton'

i've built a Knight with Armor to sit on a horse, my problem is I don't how to set him with weight maps... the result I keep getting is that the armor intersects other armor (I always get the same result with Clothes), and it looks messy :thumbsdow

proton
09-03-2002, 01:31 PM
maybe use rotational limits on the plates of armor...that way they can't cut into other parts of trhe armor....

gL_spear
09-04-2002, 04:36 PM
Thanks I'll give it a try, I've ordered that book, I'm going back to basics.

I think I really need to sit down and try out some good tutorials instead of trying to figure it out myself
u'll always end up missing the simply way of doing thinks that way :hmm:

proton
09-06-2002, 06:19 PM
New Tutorial:

http://www.lightwave3d.com/tutorials/modeling/case/index.html

DigitalDeuce
09-06-2002, 07:04 PM
Nice !! More game-oriented low-poly techniques.

Really cool -- gonna have to get Serious Sam. Haven't played that one.

proton
09-06-2002, 08:20 PM
what are you waiting for?

DigitalDeuce
09-07-2002, 01:57 AM
uhhh

time and money?

:hmm:

proton
09-07-2002, 02:18 PM
I'll buy you a copy of Serious Sam the next time your in SA.....it rox!

I have several copies...my favorite being the signed European copy I got from Croteam :)

AnimaLMotheR
09-07-2002, 05:42 PM
I have both of them also. Very cool games and lots of fun when playing through them coop with a few friends. :)

DigitalDeuce
09-09-2002, 02:45 AM
I might just have to take ya up on that one Proton-boy.

... stuck a feather in his hat -- :p

Kaiser_Sose
09-09-2002, 07:56 AM
I have completed only three games in conclusion in this order ... Max Payne, SSSE, and MOHAA

To bad SSSE has a non existent multi - player community

proton
09-09-2002, 12:35 PM
SSSE has one...it just comes and goes...There are more users building MODs for the game then playing MP....

AnimaLMotheR
09-09-2002, 08:01 PM
Originally posted by proton
SSSE has one...it just comes and goes...There are more users building MODs for the game then playing MP....

Hehe thats very true. But the coop community is there. I can sometimes see over 30 coop servers worldwide on AllSeeingEye.

Kaiser_Sose
09-09-2002, 08:57 PM
Originally posted by AnimaLMotheR
Hehe thats very true. But the coop community is there. I can sometimes see over 30 coop servers worldwide on AllSeeingEye.

Maybe, but with one or two players

If you can find one server with four or more players you are lucky

AnimaLMotheR
09-10-2002, 02:51 AM
Well i guess u got to jump on at the right time.

proton
09-18-2002, 02:05 PM
http://www.lwg3d.org/v3/tutorials.php?id=102


cool tut

jjburton
10-16-2002, 03:04 AM
That's a sweet tutorial, Proton. I continue to be amazed at what this little piece of software on my computer can do...

If only it would to if for me:rolleyes: ...

...in time Grasshopper, in time....

proton
10-21-2002, 06:52 PM
Motion Designer Tut:

http://www.lightwave3d.com/tutorials/animation/curtain/index.html

Shadowed_link
10-26-2002, 08:39 PM
Thanks, this was really helpful.

Very helpful for those with basic lightwave skills :wavey:

keep it comming.
:D

proton
10-27-2002, 09:55 PM
The LW site has over 80 tuts with many more on the way.....gotta love it!
:love:

Shadowed_link
11-05-2002, 10:55 AM
I can't WAIT till after exams,

A warning to all tutorials out there!

i'll be hunting you down soon! :applause:

mwahaha! heheh!

zapper1998
11-07-2002, 09:37 PM
boy there is allot of info here

yes i am having difficulty setting up a rig for a Mech machine i have built
and it would be great if we could get something going on rig set up's

dobermunk
11-10-2002, 04:18 PM
http://www.stickman.de/content/stuff/process/tutorials/tutorials.htm (http://)

I've been talking about presenting a tutorial for ages now. Or at least a week! THe cgChallenge was perfect for part one, so now part two is delayed.
Feedback welcome! Hope it helps some and amuses others!
:beer:

Cman
11-10-2002, 06:38 PM
This is a GREAT tut!

dobermunk
11-11-2002, 07:32 AM
cman: thanks!

Steve Warner
11-12-2002, 11:02 PM
I agree with Cman! Excellent work, Dobermunk. :thumbsup:

Steve

thedaemon
11-25-2002, 05:35 AM
time for some new tutorials no? :scream:

dobermunk
11-25-2002, 08:03 AM
http://www.stickman.de/content/stuff/process/tutorials/tutorials.htm

thedaemon: Gotcha!

sebek27
12-10-2002, 06:51 PM
do they have Lightwave 7 manual anywhere in PDF format??

polarman3d
12-10-2002, 06:55 PM
Originally posted by sebek27
do they have Lightwave 7 manual anywhere in PDF format??

Yeah...go here:
http://www.lightwave3d.com/downloads/index.html

Mike RB
12-16-2002, 03:35 PM
New tutorial: Corrective Morphs

http://www.3dluvr.com/blackbourn/web/tuts/cmorph/CMorphs.html

Rabid pitbull
12-17-2002, 03:14 PM
nice tutorial mike, I always learn from your tutes. Staight forward and to the point. keep them coming!!

:applause:

Zhalktis
12-20-2002, 12:40 PM
Wow... I've learned a ton by browsing this thread! Thank you guys! :D

[Kicks Max, takes LW... ;)]

rickycox
12-26-2002, 12:39 AM
I've just updated my LW modeling tut http://www.suture.net/tutorials/modeling/

covers a lot of turf.

Psyhke
12-26-2002, 02:27 PM
riki: I just have to say that collection you have going there is one of the best I've seen-- visually clean, informationally concise, and well-worded. Keep it up! :thumbsup:

rickycox
12-26-2002, 02:36 PM
Hi thanks Psyhke, it's great to get some positive feedback, I'm diving into Spline Modeling now, so please check back for regular updates.

deltare
12-27-2002, 11:40 AM
thanks your tutor are great!!!!!

when about splines???

ican´t waittttt;)

thanks again
roger

rickycox
12-27-2002, 03:51 PM
Hi thanks, I did a small update with some intro info on splines, plus some other new stuff in the mix. I'll be working on int over the weekend so check back if you get some time.

http://www.suture.net/tutorials/modeling/

deltare
12-27-2002, 03:56 PM
thannnnnnnnnnnnnnkkkkkk


roger

proton
12-27-2002, 08:28 PM
Screamer net:

http://www.firedragon.com/~fabio/screamer/screamer.htm

Facial Deluxe
12-29-2002, 08:49 AM
Screamer net:

painlessly ?:surprised

TheWriter
01-04-2003, 08:21 PM
Riki, I took a look at your tutorial. At first I thought it was just a bunch of newbie re-caps. But after a few pages I realised you had a lot of info that even intermediate users need to know.
Quite a lot of volume, in little increments. I have to give you credit on that one. I think it is one of the most usefull tutorials for LW that I have seen yet, and I have seen a LOT!

rickycox
01-04-2003, 11:07 PM
Hi thanks Writer, I've spent a lot of weekends working on it, well to be honest, even taking days off work :-)

I think it covers a lot of turf without being repetative. Also tried to be as succinct as possible. I didn't want to baby step people through it. Plus I was aware of some of the dificulties I had when learning Lightwave.


I'm going to keep doing some minor updates. I only wish I heard about Newteks Tutorial Contest before I published it online. Oh well that's the way it goes ;-)

da_duke
01-06-2003, 10:46 AM
nice thread, lil bit long but very helpfull. so here is something from me. http://www.dbki.org/misc/tutorials.html - growing section of tutorials for lightwave. comments and questions regarding the content are welcome. you can also request tutorials by sending mail ;-)

TheWriter
01-10-2003, 07:31 PM
I was getting bombarded by a lot of intro to HDRI questions a while ago when idling online. So I started a tutorial for those. I still plan to add more in, just keep procastinating too much.
BTW, I ended up doing this while very tired, or drinking heavily, so if any major flaws speak up now..

http://www.highpoly3d.com/writer/tutorials/hdri/hdri.htm

proton
02-06-2003, 04:11 PM
Keep an eye out over at CGfocus for great LW tutorials :

http://www.cgfocus.com

rickycox
02-15-2003, 02:52 PM
Here's some modeling plugs that I'm using

Align To Rail: http://www.flay.com/GetDetail.CFM?ID=1253
Basic Lofting: http://www.flay.com/getdetail.cfm?ID=1334
CPlane http://www.flay.com/GetDetail.cfm?ID=1535
Center AddP http://www.flay.com/GetDetail.CFM?ID=1389
Depatcher http://www.flay.com/GetDetail.CFM?ID=1374
Edge Tool http://www.flay.com/GetDetail.CFM?ID=1355
Half Kill http://www.flay.com/GetDetail.CFM?ID=1200
Helix http://www.flay.com/GetDetail.cfm?ID=1275
Incremental Savers http://www.flay.com/GetDetail.cfm?ID=1475
KAG Spline Objects http://www.flay.com/getdetail.cfm?ID=1219
Lathe Curves http://www.flay.com/getdetail.cfm?ID=1362
Multi Merge http://www.flay.com/GetDetail.cfm?ID=1346
Patch Helper http://www.flay.com/GetDetail.CFM?ID=1507
Path Editor http://www.flay.com/getdetail.cfm?ID=1361
PivotBB http://www.flay.com/GetDetail.CFM?ID=1466
Planerizer http://www3.sympatico.ca/tom.winnicki/Programming/LScript/Planerizer/
Poz Extender http://www.flay.com/GetDetail.cfm?ID=1610
Quicksaw http://www.flay.com/GetDetail.cfm?ID=1629
SurfaceSplit http://www.flay.com/GetDetail.cfm?ID=1508
Thickener http://www.flay.com/GetDetail.cfm?ID=1665

LyonHaert
02-15-2003, 11:08 PM
Originally posted by Facial Deluxe


painlessly ?:surprised

You're telling me. I did ScreamerNet rendering a couple months ago on a project (and will be doing it again in a week or so), but the way I did it was a lot simpler than how that tut makes it out to be.

The tut really should be in two parts: Part 1 deals with the preparation for mobility, using the -c switch and the -p switch, and maintenance of .cfg files; Part 2 deals with the actual ScreamerNet setup.

Making Screamer.bat files for each node with different content is a bit silly. If you own all the machines, I guess they could stay, but the filename should indicate what node number it activates.

I use an external USB hard drive for mobility purposes between home and school workstations. So that I don't have to install LightWave temporarily on the school workstations, I have it installed on my mobile drive. However, my machine at home gives the drive letter G to this drive, and at school it receives the driver letter E. So, I have different pairs of shortcuts. The shortcut labeled 'E Layout' runs Layout off of drive E like this:

E:\LightWave_3D_7.5\Programs\Lightwave.exe -cE:\LWconfig -pE:\LWconfig\lwext3_E.cfg

Normally, that .cfg is named lwext3.cfg, and is the entire list of plugins incorporated into LightWave. ScreamerNet absolutely needs this! So I have a copy with _E added to the filename where all paths begin with E:\\. I also have sets of the shortcut pair and plugin .cfg files for the following:

D:, my home machine's hard drive, so that I don't have to run LightWave off the usb drive.

Z:, the driver letter I use for screamernet rendering, which I'll get to.

.cfg Maintenance:
If I add or remove any plugins while running off of E drive at school and want to retain those changes when I return home, then I have to open lwext3_E.cfg in a text editor, do a Replace All function to replace every instance of E:\\ with D:\\, then Save As lwext3_D.cfg and overwrite the previous version. The recent versions of Notepad suck at this, so I use Textpad, which uses regexp and does the entire Replace All operation in an instant. Now both _E and _D versions are the same. When I get home, all I do is copy the LWconfig directory to D drive, and replace everything. Thus, when I run my 'D Layout' or 'D Modeler' shortcuts as opposed to 'E Layout' or 'E Modeler,' they open in the exact same state as when I closed them at school.

Important Note: Because the shortcuts define a custom config directory, and even a custom plugin .cfg filename, any time that you start Layout or Modeler, you have to use the shortcut that defines those. The Hub will not remember the full execution command, but only parts of it. If you right-click on the Hub icon and go to Launch -> LW Layout or LW Modeler, it will not look for the custom-named plugin .cfg, but the default filename of lwext3.cfg, which in this method doesn't exist. It will still look in the custom directory, and open the correct lw3.cfg or lwm3.cfg, but forgets most of the parameter for the -p switch. So, if you do this, you have to use the shortcuts exclusively. Not a big problem, since with the Quick Launch bar in Windows, the shortcuts are really easy to get to.

Since this is turning into a tut, I might as well finish.

ScreamerNet setup!

The first thing one must do put all files and directories in place. Each of the workstations at school where I render are Dual Pentium 1.4 Ghz machines. Each of these machines, in addition to the system (C, which gets re-written from an image once a week), floppy, cd-r, and Zip drives, has a user drive (U) for students to place their files on. U drive is only wiped after the end of a semester.

For rendering purposes, I create a directory on this drive such as:

U:\myusername

I then copy the following directories in their totality:

LWconfig (custom config directory, explained above)
LightWave_3D_7.5 (everything LightWave, except content files)
SNbats (contains ScreamerNet .bat files, which I will explain shortly)
LWshorts (contains the custom shortcut pairs)
ProjectContent (the content directory of my the project to be rendered)

Then I create a directory for rendered frames, usually 'Frames' or something equally dull.

(The most difficult part of this so far was the preparation above, using a custom config directory and such. For me, since I use that all the time, I don't have to 'do' any of it, really. All I've done to as far as network rendering is concerned is create a directory, and copied all necessary directories under it. That takes 5 seconds. The rest of ScreamerNet setup is just repeated tedium.)

Now all your rendering nodes need access to the master directory (U:\myusername in my case). All you have to do is setup sharing for that directory, so that the nodes can get to it. After that is done, access the shared directory on that same computer through Network Places. Right-click the directory and select Map Network Drive, and select a drive letter no other machine is using. I usually pick drive letter Z.

Now create one copy of a Layout shortcut, and a Modeler shortcut, and rename them to 'Z Layout' and 'Z Modeler,' and edit the shortcut path itself to reflect new drive letter (in this example, the 'Z Layout' path):

Z:\LightWave_3D_7.5\Programs\Lightwav.exe -cZ:\LWconfig -pZ:\LWconfig\lwext3_Z.cfg

Right! We don't have a lwext3_Z.cfg yet. But if you've read this entire post so far, it'll be pretty straightforward what you need to do.

This next phase is pretty simple. Run the 'Z Layout' shortcut. Press 'o' to open the General Options, and set the content directory to Z:\ProjectContent. Open the scene file(s) you wish to render, and go to the Render Options panel (Rendering -> Render Options), and set everything up the way you want it. Remember to turn off Show Rendering in Progress and set Render Display to (none), and to set your Output files. For me ScreamerNet did not like the LW_TGA24/32 formats, but wrote the Targa Format selection without fuss (bottom of the RGB Type list under Output Files tab). Also make sure all your Camera Properties are correct. Heck, just make sure everything is ready for rendering.Save the scene.

Now open the Network Rendering panel (Rendering -> Network Rendering). Rendering Method will of course be ScreamerNet II. Set the Maximum CPU number to whatever (16 in my case) it needs to be. Click the Command Directory and set it to Z:\, where the nodes are trying to open their Job files and write their Ack files. After you do this, a warning is displayed, asking you want to reinitialize ScreamerNet. Don't. Not yet. Close LightWave. All of it. Close Layout, close Modeler if you have it open for some reason, and close the Hub. This will write the necessary settings to the .cfg files.

Now you can open up Layout once again (with the 'Z Layout' shortcut, of course), and open the Network Rendering panel. No nodes are active yet, so just let it sit there for now, and go to the other machines you'll be using.

Now the important part: the ScreamerNet .bat files. Here's the command line from my Job1.bat:

Z:\LightWave_3D_7.5\Programs\LWSN.exe -2 -cZ:\LWconfig -dZ:\ProjectContent Z:\Job1 Z:\Ack1

-2 denotes ScreamerNet II rendering;
-c defines the config directory
-d defines the content directory
the last two segments define the node files in the 'command directory' (we'll return to what the command directory is for in just a moment).

I have a directory of .bat files Job1.bat through Job16.bat. These are all, of course, kept in what is now Z:\SNbats.

Now we'll set up the nodes. This takes the longest time to do. You have to go to each computer, find the controller computer (where you have 'Z Layout' open) in Network Places, and map the shared myusername directory to network drive Z, just like on the controller computer. Then you go into Z:\SNbats and run one for each processor. For example, run I run Job1.bat and Job2.bat on the one, then Job3.bat and Job4.bat on the next, and so on. Once all of them are saying "Can't open job file 'D:\Job#'," we can then go to the controller computer, and actually begin rendering. Yay!

Open the Network Rendering Panel, and click the Screamer Init button. You'll soon get a popup telling you how many CPUs it found (hopefully all of them). If you don't wait until all of them are repeating "Can't open job file 'D:\Job#'," the initialization won't catch all of them.

Now click Add Scene to List, select the scene(s) you want to render, and click the Screamer Render button. That's it.

You may want to keep an eye on the things the first time you do this, since there are certain things that ScreamerNet doesn't like.

For example, I had a character that picked up some objects, so I was using Simple Point Constraints and Simple Orient Constraints. ScreamerNet didn't like these at all, so when I looked at the rendered frames, the object was never actually picked up. I had to stop the rendering (just hit the Escape key in the Network Rendering window, and each node will halt after it finishes its current frame), then fix that scene before I could render again.

There is a little trial and error involved, but usually not much. I guess it's a good idea, when using plugins in a scene, to do a test render of a scene with ScreamerNet to make sure everything works fine first. Oh yeah, ScreamerNet doesn't like the Master Channel plugin, either.

I hope this was less painful. Since I always use the custom config directory for mobility, my actual process of running ScreamerNet goes like this:

1. Copy directories to U:\myusername and enable Sharing
2. Map U:\myusername to Z:\ on all necessary machines
3. Set up Network Rendering options, finalize scene(s) and save changes, close Layout/Modeler/Hub to save options in configs
4. Start all the nodes.
5. Start Layout, initialize ScreamerNet, select scenes, and render.
6. Watch a movie on the digital projector.

Very little pain once you've figured it out.

Cheers.

Edit:
btw, just discovered that I had something wrong. lwext3_Z.cfg will not be read by lwsn.exe, so even if starting Layout/Modeler with that filename defined, screamernet won't find it, so just make a copy and rename it to lwext3.cfg.

private
04-01-2003, 03:51 AM
Someone took the time to do this. Excellent resource if you want a quick description of some of the tools.

http://faqs.org.ru/graphics/lwplugs.htm

gase3924
04-01-2003, 07:31 PM
give us some totorials for begginers
pls

CGTalk Moderation
01-13-2006, 05:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.