LightWave v9

Menus and Tabs (LightWave v9 Layout) Part 1

Across the top of the Layout interface are seven tabs. As in Modeler, each tab reveals a menu of tools. When you click on one of these tabs (Figure 2.18), the toolset on the left side of the interface changes accordingly. Figure 2.18 The LightWave Layout tab set, across the top of the interface. It’s […]

Menus and Tabs (LightWave v9 Layout) Part 2

Windows Menu Beneath the Edit menu drop-down list is the Windows menu (Figure 2.28). Here, you can access various windows or panels throughout LightWave. These windows are controls for Motion Options, including access to LightWave’s nonlinear animation controller; Backdrop Options; Compositing Options; and the Image Processing tab. You’ll be employing all of these windows throughout […]

Menus and Tabs (LightWave v9 Layout) Part 3

Parent in Place The Parent in Place button is an on-off switch. When activated, it lets you parent (or unparent) items (objects, lights, etc.) to other items, while preserving their keyframed positions and rotations. Parenting and unparenting with this option disabled can cause items to move in unwanted ways. You’ll access and use these key […]

Menus and Tabs (LightWave v9 Layout) Part 4

Add The Add category in the Items tab was all about objects, but in the Setup tab, the Add tools concern all things bones. Tools in this category can be used to add a bone, add a child bone, draw bones in Layout, and draw child bones. But another important tool is labeled Cvt Skelegons. […]

Preferences (LightWave v9 Layout)

LightWave, like many programs, has its own set of preferences. However, because LightWave is not native to particular operating systems and utilizes its own custom interface, accessing these options is not as easy as finding an Edit button at top of your computer screen. Instead, press d or o. The d key calls up Display […]

Using the Surface Editor (Understanding Basic Textures) (LightWave v9) Part 1

The realism of 3D animation can be very eye-catching, and a good part of this realism comes from two key factors: lighting and surfacing. In your 3D career, professional or otherwise, you’ll find that achieving this realism is a never-ending battle. Note, however, that this struggle is a blessing in disguise. You see, your mission, […]

Using the Surface Editor (Understanding Basic Textures) (LightWave v9) Part 2

Selecting Existing Surfaces Take control of your surfaces, and you’ll have a better time navigating through the Surface Editor panel. You have three modes to assist you in quickly selecting the surface or surfaces you want: • Edit By • Filter By • Pattern The Edit By drop-down, found at the top-left corner of the […]

Using the Surface Editor (Understanding Basic Textures) (LightWave v9) Part 3

Environment Tab Reflect for a moment about reflection. (Wow, that was lame!) But if you look at an object and see a reflection, its contents aren’t determined by the object itself but by its surroundings, right? In a 3D setting, surface reflections often include other models within a scene, and those reflections typically are created […]

Using the Surface Editor (Understanding Basic Textures) (LightWave v9) Part 4

VIPER Tips Here are a few more VIPER tips before you move on: • Never trust VIPER as your final render. If something looks odd, always make a true render (by pressing F9 or F10) to check final surfacing. • You can use VIPER to see animated textures by selecting Make Preview from the Preview […]

Using the Surface Editor (Understanding Basic Textures) (LightWave v9) Part 5

Exercise 3.3 Surfacing Glass 1. Make sure VIPER is opened and set off to the side of the Surface Editor so you can see your changes in real time. You can press F7 to open it. With the Ball_1 surface still selected as the current surface in the Surface Editor, go down the list of […]