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1 Tutorials LightWave 3D Animation Basics: Pivot Points em Qua Jan 26, 2011 2:23 am

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Pivot Points play a large role in animation.
A Pivot Point is the position in an object
that acts as the center of rotation and position
reference. This tutorial should help explain
how to work with pivot points in your animation.
Let's get started.

Example
1:
Our first example will involve opening
up a door. So first we must create our Door
and the frame for the door to sit in.


Modeler

Step
1:
Using the Pen tool (Create/Pen),
create a polygon with a shape similar to
this:



Step
2:
We need to give this wall some depth
by using the Extrude tool. (Multiply/Extrude).



Step
3:
Let's give this object a surface by
clicking on the Suface button (Detail/Polygons-Surface).
Give it a unique Name and Color.



Step
4:
Switch to the second layer and place
the First Layer in the Background.




Step
5:
Create a box by using the Box tool
(Create/Box). Have the box fit right
inside the opening in the wall object. This
will become our Door object.



Step
6:
Give this object a surface by clicking
on the Suface button (Detail/Polygons-Surface).
Give it a unique Name and Color.



Step
7:
We need to move the Pivot Point of
the Door object to the edge of the door,
to act as a hinge on a door. Select the Pivot button.
(Detail/Pivot). Place the Pivot like
the image below.



Step
8:
Before we save out our object, let's
name each Layer so that it's easier to work
with later on. Choose Modeler/Windows/Layer
Browser Open/Close
to open the Layers Panel.



Step
9:
Double click on the first layer name
(second in list) and give it a name:



Step
10:
Do the same for the second Layer:



Step
11:
Save out your object. Your Layer
Panel should look like this:



Layout

Step
12:
Select the Door Object and rotate
it on it's Heading (Red Ring) to swing
the Door open.


Congratulations! You
have completed the first portion of this tutorial.
Let's try one more example to help you get
used to working with Pivot Points.




Example
2:
Our second example will involve animating
blinds. So first we must create blinds.


Modeler

Step
1:
Using the Sketch tool (Create/Sketch),
Sketch a shape similar to this in the side
Viewport:



Step
2:
Extrude this line using the Extrude tool.
(Multiply/Extrude).



Step
3:
Center then object. (Modify/Move-Center
Data
)



Step
4: Surface
(q) the Blind object
using the settings below:



Your
object should look something like this:



Step
5:
We need several blinds. We could follow
the steps that we just went thru to create
more blinds, but there is an easier way.
Click the Clone Tool. (Multiply/Clone)
to bring up the Clone Panel. Change the Number
of Clones
to 4 and The Y offset
to 1m.



Your
Object should look something like this:



Note: If
the Blinds aren't far enough apart or are
too far apart, Undo and change the Y offset
until your object looks like the image above.


Step
6:
Place one Blind in each layer by Copy
and Pasting them individually until you have
5 Layers with one Blind in each layer.



Step
7:
We need to change the Pivot Point
of each Blind so that it rotates correctly.
Select the Pivot button. (Detail/Pivot). Select
the First Layer and place the Pivot like
the image below:



Step
8:
Repeat this process for each Blind
in the other 4 layers. Save out the Object and
send it to Layout.


Layout

Step
9:
Select all the Blinds by using the Middle
Mouse Button
and dragging the Selection
Box around all the objects.



Step
10:
Select the Rotate Tool (Items/Tools-Rotate).



Step
11: Rotate
one of the blinds in the Pitch (Green
Ring).




Note: By
Rotating one of the Blinds they all rotate
since they are all selected.


These
two examples should show you how easy it is
to work with Pivot Points. Below are Some more
examples of where to place Pivot Points on
Objects.




The
lower leg of this Mech has it's Pivot Point
located at the Knee.




The Propeller of this Plane has it's Pivot Point
located in the center.

Download
the Source Files Here]

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