Graphics Programs Reference
In-Depth Information
polygons. With my current processor speed
and GL graphics accelerator, I find I get
about a 24 FPS refresh rate when animating
my characters that have less than 200,000
polys (using sub-patches, this figure can be
dialed up or dialed down on demand —
more on this in Chapter 7). If I'm working
with a character that has many more than
200,000 polys, I find that things begin to
slow down past the point where things are
fun. (When an object gets temporarily
replaced with a bounding box, I can still see
the bones that “drive” him as I work. It's
just his mesh that gets temporarily
substituted.)
Show Motion Paths displays the
currently selected item's path in the
viewports. Keyframes are shown with large
ticks, while inbetween frames are shown
with smaller ticks.
Show Fog Circles draws dotted cir-
cles (in the Overlay Color) around the
camera, indicating where objects begin to
be affected by LW's fog and where they dis-
appear completely into it.
Show SubPatch Cages shows a
ghosting of the polygonal mesh that is the
base for your sub-patch object.
Show Handles turns on the little
arrows and rings that show translation,
rotation, and scaling axes for the currently
selected items. (You can click directly on a
handle and manipulate the item in only that
one clicked axis; this overrides the left and
right mouse button conventions mentioned
earlier.)
Show IK Chains draws a line from an
IK chain's root to its goal.
Show Target Lines draws a dashed
line between, for instance, a camera or a
light and the item it is targeting.
Advanced Note
I've noticed that when an item is being
moved about in LightWave's default parent
coordinate system, the handles of “pro-
tected” axes are ghosted. You can't click on
the ghosted handles, so you can't acciden-
tally manipulate an item on a protected axis.
If you change your preferred coordinate
system to Local or World, protected axes are
no longer ghosted; they can be clicked on
and manipulated.
For my own projects, I create some very
complex nested character riggings. Moving
some referential controls that aren't meant
to be touched can really bugger an anima-
tion. When handing these riggings off to
less-experienced animators, I'll often disable
Show Handles to remove the possibility of
them accidentally moving one of those ref-
erential controls while they are working
away in world- or local-space coordinate
systems.
Max OpenGL Lights tells LightWave
how many lights you want it to factor in
when shading its OpenGL viewports. Eight
is the current maximum number of lights;
each extra light will slow your system
slightly.
OpenGL Multi-Texturing allows you
to preview the effects of multiple textures
right in your OpenGL display.
Camera View Background shows
the background image (still image, image
sequence, or movie) you are compositing
your LightWave render onto when looking
through a Camera View viewport. (You
assign the background image using Win-
dow | Compositing Options |
Background Image .)
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