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Welcome to The Beyond Average 3D Tutorial Series for LightWave 3D By Sandin John Denton |
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Note: I will try and make these tutorials as simple for beginners as possible. However you will find these tutorials most useful if you are someone who knows the basic ins and outs of LightWave’s Modeler & Layout. These tutorials are not about learning LightWave 3D or what the buttons do. What I try to tap into with these tutorials is the tricks, cheats, and the special techniques that allow you to do things faster or better. I would not be where I am today without the hundreds of books and tutorials out there to help me along the way, so these tutorials that I will release here and there is my attempt to try and give something back. For this tutorial I will be using LighWave8.5, but if you are using LightWave7 and above you can still follow the steps. Well, that’s all I have to say about that, so let’s get to it. |
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Beyond Precise Joint Morphs From LightWave 8 to 7
Bones have been around for a long time, and along with the search for more realism with lighting, texturing, modeling and rendering there has also been many new developments for the realism of motion. There is for example inverse kinematics, dynamics, weight maps and morphs. But for me, the greatest new improvement to the realism of motion so far has been the concept of mixing endomorphs and bones together in movement. This kind of process has been called smart skinning, smart morphs, bone morphs, motion morphs, joint morphs, happy go go morphs. Okay maybe that last term has only been used by me. Anyway the correct term is Bone Motion Driven Endomorphs, but NewTek is currently calling them Joint Morphs, which is easier to say and is accurate if you only apply them to bone rotation. So for the rest of the tutorial I will refer to them as joint morphs. If you are unfamiliar with joint morphs you may be asking what makes them so important. If you bend an arm using bones you will most likely never get the elbow to bend out properly or have the mussels flex correctly. If you move your character’s arms up and down how do you intend to have the shoulder blades move with them? How would you model in wrinkles for when your character has a closed fist? All of that along with countless other uses can be accomplished using joint morphs. This tutorial will show you how to use LightWave 8 to create accurate joint morphs applied to a character with no weight maps or skelegons, or use LightWave 7 to create joint morphs for your character without extra plugins. |
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The Process
Lets start in Modeler. Using the Box tool create a box with height and depth of 3m and a width of 10m. Its segments should be set to 2 for Y and Z, but 4 for X.
Now hit the Tab key to SubPatch the box and hit F2 to make sure it is centered.
Go to File and save the object as box temp, now open it in LightWave Layout.
Open Surface Editor and turn on Smoothing.
Now its time to add some bones. Go into the back [XY] view with a Wirefame display.
Click on Draw Child Bones under Add in the Setup tab. (for LightWave 7: Items / Add / Bones / Draw Child Bones)
Now at the very left of your object click and drag out the bone to the objects center and then click and drag out another bone to the objects right.
Now hold down the shift key and select both of the bones. Now just hit the [r] key to activate them.
You should have something like this: |
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Now you can go back to the Perspective view in a Shaded Solid display.
With only bone (2) selected rotate its pitch to -90 degrees. You could adjust Joint Compensation and other controls for bone properties, but that will not be necessary since we will be doing the same thing with more control using joint morphs.
Part of the object is stuck in the air just as it should be. Select the object and hit the [p] key to open Object Properties. As you can see, the Subdivision Order is set to First.
Having Subdivision Order set to First is bad for various reasons. The two biggest reasons are that deformation is not as smooth and joint morphs will not work correctly. Since this is a tutorial on joint morphs you should set it to Last.
Before you close the Object Properties panel set Display SubPatch Level to 0. This is an important and temporary step for SubPatch objects.
Now go to File / Save / Save Transformed Object. You may get a save warning, if so just click OK. Now give the new object a name like Pitch Morph.
Now that you have saved a transformed object you can set Display SubPatch Level back to 3. If Display SubPatch Level was set to 3 when you saved the transformed object then LightWave would have saved the subdivided polygons instead of just the mesh behind it.
Now go back to modeler and load the Pitch Morph object.
Copy the Pitch Morph object and paste it into box temp’s second layer.
Now while in layer two set layer one as a background layer.
Go to the Map tab and click on [Bkg to Morph] which of course stands for background to morph.
The morph you are creating is temporary so name it temp like this: |
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Now you just hit Enter.
Note: You have probably noticed that LightWave 8 has a built in tool called CreateJointMorph. This tool works perfectly if you are using weight maps and only weight maps with the bones, otherwise this technique which lets you use modeler to create the morphs and just about works under all conditions is one of the best ways to make joint morphs. It is also pretty much the only way if you are using LightWave 7.
In the lower right corner you can see that the temp morph is selected. Click on it and switch back to (base): |
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Now the fun part begins, go crazy! All of modeler’s modify tools are at your disposal. If you ever want to compare your changes to how it looked before then just switch between box temp and Pitch Morph. Just remember to only adjust box temp in layer two.
I over exaggerated a little with my adjustments to make the difference clear. Here are my changes: |
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After you are through adjusting you have the last step of actually applying the morph.
In the lower right corner click on (base) and switch back to temp, you will notice that the object is now oddly distorted, as it should be.
Now we do the reverse of what we did earlier. With layer one in the foreground and layer two in the background select map and click on [Bkg to Morph].
Name the morph Pitch Joint and hit Enter.
Now that the morph is applied to layer one, you no longer need the object in layer two, so delete it. You can also delete the Pitch Morph object file.
Note: Since this is a tutorial you can just delete layer two, but when you are making joint morphs for your characters you should cut and past the object in layer two to a new object file. Name the new file Joint-Morph-Collection and add every new joint morph to a new layer in the file and then give the layer an appropriate name. After you have a big collection of joint morphs and you want to edit a morph you will be happy to have that Joint-Morph-Collection file.
After you have deleted the object in layer two you will find that the temp morph is also gone.
Now back to LightWave Layout to make the joint morph work.
Open Object Properties and go to Deform tab and select JointMorph under Add Displacement.
Under the JointMorph panel select bone (2). Uncheck Heading and Bank. Set Morph Minimum to 100%, Morph Maximum to 0%, Angle Minimum to -90 degrees and Angle Maximum to 0 degrees. Everything is sort of backwards because the rotation is negative: |
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You can now close the panel and rotate the bone and see the joint morph in action.
Checking and unchecking JointMorph makes the morph disappear allowing you to compare the difference that the morph makes.
The morph will also disappear when you rotate beyond -90 degrees. That’s just how the joint controller works. To fix that you can apply JointMorph again and set Morph Minimum and Maximum to 100%, set Angle Maximum to -90 and Angle Minimum to something like -180. Instead of JointMorph you can also use other tools, expressions or plugins to control the morph.
That’s all there is to it. You now know how to setup, create and apply joint morphs to take your animations to the next level. |
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Since this Tutorial is titled Beyond Precise Joint Morphs you may be asking yourself what the beyond part means. You reach beyond simple joint morphs if instead of bone rotation you apply the morphs to bone position or bone size using small expressions or the Follower modifier. You reach beyond if you apply morphs to other morphs to create non-linear morphs. You reach beyond if you apply the morphs to nulls and other Items in a scene. Anyone can learn. The goal of a 3D artist is to explore beyond. |
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Copyrighted Sandin John Denton © |
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