LightWave v9

Imagine that LightWave is a virtual television studio and 3D models are your actors. Although some animations can be created with animated textures or photographs, most include 3D models. These models are made up of points, edges, and polygons. This topic takes you on a tour of LightWave Modeler. Along the way, I’ll explain points, […]

Understanding Modeler (LightWave v9 Modeler) Part 2

Working with Objects and Layers Now, take a look at how LightWave works with objects. From there, you’ll learn about points, edges, polygons, selection, and deselection, while making a few simple objects along the way. LightWave objects are unique to the program, and have the file extension .lwo. You can load existing objects from LightWave’s […]

Tabs and Menus (LightWave v9 Modeler) Part 1

Across the top of the Modeler screen, you’ll see nine tabs, each representing a different group of modeling tools. This section guides you through the different tabs and explains how they are organized. Figure 1.18 shows the tabs across the top of Modeler. Figure 1.18 The LightWave v9 menus are tabbed across the top of […]

Tabs and Menus (LightWave v9 Modeler) Part 2

Extend Extend is the first category of the Multiply tab, and it contains tools you’ll probably use often (Figure 1.30). The Extend tools "grow" your selection in different ways. The Extrude and Bevel tools, for example, provide different ways of "stretching" polygons into 3D shapes. The category also includes more complex tools, such as Rail […]

Tabs and Menus (LightWave v9 Modeler) Part 3

Map Tab The Map tab is home to all the tools you’ll need for working with vertex and weight maps in Modeler. Vertex maps control attributes of vertices, or points, in your models, and LightWave uses them to characterize the weights of different objects, control morphs, and more. You’ll learn about setting these later in […]

Tabs and Menus (LightWave v9 Modeler) Part 4

LScript LightWave’s custom scripting language enables you to create your own plug-ins and scripts, and the tools in the LScript category (Figure 1.55) let you create scripts of your own and manage ones you make or obtain elsewhere. Even if you never write a line of script, you may need these tools occasionally in order […]

Points, Edges, and Polygons (LightWave v9 Modeler) Part 1

For everything you create in Modeler, you’ll need select or deselect points, edges, and polygons. As mentioned earlier, you create points to make polygons. A polygon can’t exist without at least three points. (It’s like connect-the-dots, remember?) When points are connected to form polygons, the lines between the points become edges. With that said, take […]

Points, Edges, and Polygons (LightWave v9 Modeler) Part 2

Statistics The Statistics panel (Figure 1.71) is another key panel you should keep open. It lets you view information about your points, polygons, surfaces, and much more. You’ll employ this panel throughout the topic. Note that it will change statistical information for both points and polygons based on which selection mode you’re working in. You […]

Understanding Layout (LightWave v9 Layout) Part 1

Along with Modeler, which we met in the previous topic, LightWave v9 includes another application called LightWave, which is commonly referred to as Layout. Layout is where all of your hard work in Modeler pays off. In Layout, you apply textures to models; assemble scenes, complete with lighting and motion; and see the final animated […]

Understanding Layout (LightWave v9 Layout) Part 2

The Dope Track There’s a hidden feature in the Layout timeline that you may or may not have found. If you move your mouse just above the timeline, right in the center, a small arrow appears, as shown in Figure 2.9. When you see the arrow, click the bar that separates the Layout view and […]