Graphics Programs Reference
In-Depth Information
There are seven types of dynamic proper-
ties. The first four are what I call “personal
dynamics.” They directly affect the individ-
ual object to which they are applied. The
last three are what I call “social dynamics.”
They affect the behavior of other dynamic
objects within the scene.
the ability to generate particles from the
object's points or to cover the entire sur-
face of an object with particles.
Social Dynamics
Wind
The Wind dynamic allows you to apply a
repelling force to your object. As a social
dynamic, Wind does not affect the object to
which it is applied. Rather, it affects the
other dynamic objects around it. For exam-
ple, you could add Wind to the model of a
fan, causing any hard, soft, or particle
objects to be pushed away when they pass
in front of it.
Personal Dynamics
Cloth
Don't let the name fool you: ClothFX isn't
just for clothing. This is LightWave's
full-featured soft body dynamics engine,
capable of simulating everything from the
billowing of a superhero's cape to the vio-
lent splash of water on the surface of a pool.
ClothFX is the evolution of Motion
Designer, the soft body simulator found in
LightWave 7.5.
Collision
The Collision dynamic operates as an indi-
cator to other dynamic objects. It tells hard
bodies, soft bodies, and particles that they
cannot pass through the polygons of the
Collision object. For example, if you applied
HardFX to a ball and dropped it onto a
ground plane, it would simply pass through
the ground and continue falling. However,
adding the Collision dynamic to the ground
would cause the ball to bounce off its
surface.
Soft
New to LightWave 8, SoftFX is a soft body
simulator well suited to producing “second-
ary animation” for your objects. For
example, you could animate a character
running, then apply SoftFX to get the stom-
ach to jiggle and bounce in response to the
motion.
Hard
Gravity
HardFX is LightWave's new rigid body
dynamics engine. It allows you to simulate
hard objects such as metal and stone. You
can use HardFX to create the explosion of a
spaceship or the breaking of a window as a
baseball crashes through it.
The Gravity dynamic is similar to the Wind
dynamic. It is a force that can be tied
directly to an object. But where Wind is
generally used as a repelling force, Gravity
is used as an attracting force. It causes per-
sonal dynamic objects to be pulled toward
it.
Emitter
The Emitter dynamic turns your object into
a particle emitter. Adding this dynamic
property to your object gives you more
options than stand-alone emitters, such as
Relational Dynamics
In addition to the personal dynamics and
social dynamics, there are also “relational
dynamics” called Effect Links. Effect Links
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