Graphics Programs Reference
In-Depth Information
Chapter 2
LightWave
Dissected
I'd like to take a moment to point out that
while this topic may cover a great many
things, it isn't trying to be the LightWave
manual. Its focus is that of being a “kick-
bootie” introductory course that will be a
bit like a “rail-gun” in getting you some
serious momentum on your way to becom-
ing one of the great LightWave jockeys.
There are quite a few commands, tools,
and windows that I don't cover at all (some
because they should be self-explanatory
once you get the hang of things, and others
because in an introduction to LightWave,
they're just too much information). There
are others I go through step by step,
explaining all the whys and wherefores that
you need to not just be parroting my
actions; you'll learn how LightWave
“thinks.”
Once you understand how to correctly
phrase the question, the answer almost
completes itself.
Some of the real “gold” in this topic is
the collection of secrets, tips, tricks, and
techniques I've discovered over the years.
(A few of these are new discoveries I've put
together over the past few weeks — Light-
Wave is always showing you new things if
you're willing to see . No matter how good
you think you are, remember that you are
always and only just scratching the surface
of the power contained within LightWave.)
LightWave makes use of the idea of
“separation of power” better than any other
3D package I've used. In Modeler, you
sculpt your objects; in Layout, you lay them
out to create your scene.
If you've worked with 3D packages in
which you have to fight with modeling the
details on an object while it is encroached
upon on all sides by other items in a scene,
modeling in one environment and animating
in another might seem almost too easy. But
the first time you have to tweak an object
buried within a packed scene, you will love
the fact that Modeler lets you isolate that
object in its rest position without anything
else (objects, deformations, or the like) get-
ting between you and the exact shape that
you're looking for.
When “dissecting” LightWave, it can
first be separated into two major elements:
Modeler and Layout.
Modeler is where objects are
“sculpted” using a set of comprehensive
tools. For almost anything you need, Light-
Wave's Modeler seems to have a tool that
does just that, as there are many tools to
explore. Play with them all and get to know
them so that when you need something,
you know where to look.
Layout is where the objects that
you've sculpted are lit, animated, and ulti-
mately rendered for their final presentation.
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