4d tesseract/polyhedra in Lightwave?

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  10 October 2004
4d tesseract/polyhedra in Lightwave?

I am interested in creating 4d animations known as tesseracts or polyhedra.
Does anyone have any idea how to do this in Lightwave? Here is a guy who
figured out a way in 3dMax: http://www.cgtalk.com/showthread.php?t=121378

Here is an example of what I'm talking about:
  10 October 2004
we can't animate geometry the same way he did in max.

you will need to make the same shape in modeler. i would make it doublesided and use a covert poly to skelegon tool get the bones you will need to do the same kind of deformations.

You could also just make some endomorphs and it will serve the same purpose.

make sides transparent and turn on render edges and pick a nice color. if you want the thick edges then do them after you made the skelegons since you don't want too many.
  10 October 2004

But is it really possible to do those types of deformations just by eye?
I thought there were mathematics involved that would make eyeballing it quite difficult.
  10 October 2004
Originally Posted by Carl: But is it really possible to do those types of deformations just by eye?
I thought there were mathematics involved that would make eyeballing it quite difficult.

Sure does look difficult to do by eye. Honestly I think that since modeler and layout are seperate this would be a difficult task in lightwave.

Quite a mind f**k to watch that animation. Icky math for sure.
  10 October 2004
well i decided to prove that it is possible although it is figgin hard to do.

using the grid
I made a box. used extenderplus on all points and scaled the result in. i then made a new box that matched the extended edges then welded the who thing together.

I now have the tesseract.

I then ran cvt skelegon and was done.

In layout I tried to covert the skelegons to bones before realizing that there really was no root and that the whole thing was welded into a 4 dimensional space time distortion that sucked lightwave right into it.

back to modeler to copy and paste the skelegons back in to break them up into individual bones.

Back to layout and everything worked as planned.

Now the hard part is the animation because we have to keep all the bones/edges together.

I am thinking of using 16 nulls, 1 at each corner to keep the edges tight,
  10 October 2004

Wow, thanks for the attempt. Any luck with the animation?

also, check this out: mindfcuk

Last edited by Carl : 10 October 2004 at 04:16 PM.
  11 November 2004

I'm still looking for solutions to this problem. Anyone? Lscript maybe?
  01 January 2006
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