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1Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Empty Tutorials LightWave 3D Expression Physics: Projectile Trajectory Qua Jan 26, 2011 2:25 am

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by Alexander Karpenko
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Pixel_black


The following is a tutorial designed to illustrate
the execution of hardbody dynamics using LightWave®s'
Motion Designer.

Part I

1 - Let's start
in the LightWave® Modeler

2 - To begin select the Box tool
(shift+x) located under the Create tab,
draw out the plane from the Top Viewport,
but DO NOT drop the Box tool. Now open
up the Numeric panel (n) this should
be located under MODELER>WINDOWS>Numeric
Options Open/Close
.. With the Numeric panel
open, enter the following values:
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Numeric_box_tool

After you have entered the values
press Enter twice to drop the Box tool
and create the plane.

3 - Select
the Second layer as your foreground layer and
the First (containing the plane) as the background
layer
. This will give us a reference for
the next set of objects we will be creating.
Select the Ball tool (shift+o)
and open the Numeric panel. Upon opening the
numeric panel a ball should have appeared based
off of default settings. Change the values for
the Radius on all three axis to 350mm,
after you change the last axis close the numeric panel
and press press Enter twice to
drop the tool and crate the Ball .

4 - Before
we proceed make sure your Selection Mode is set
to Polygons (ctrl+h). Now select the entire
ball (right-click and draw a lasso around the
sphere). Leaving this selected Copy(c)
the sphere and Paste (v)
into the same layer. The copied version is now
directly on top of the original. With the ball
still selected go to the Modify tab and
select your Move (t) tool. Now
move the ball to a different position over the
plane. Copy the currently selected ball one more
time then paste and reposition again. The end
result should be three balls spread over the
plane at different elevations.
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Balls_created

At this point go ahead and save
the object.

5 - While we
are here in Layer 2 change the Surface (q)
name of the balls from "default" to "spheres". Press
OK then go to Layer 1 where we created the plane.

6 - Select
the four corner Polygons of the Plane and then
change the Surface name for these polygons to "S_Fixed" . (Be
sure to turn off Make Default and Set
Initial Color
)
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Selected_corners
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Corner_surface_name

Once these polygons are named
go ahead and hide (-) them. Hide Selected
polygons is located under the Display tab.
Now change the surface name of the remaining
Polygons (q) to "plane". Then Unhide ()
the corner polygons ( also located under the Display tab).

7 - Deselect (/)
all polygons and turn on the SubPatch (tab)
mode for the plane.

This Completes the object set-up
for the tutorial. Go ahead and save the Object
then launch the Layout and load the Object.

Part II

1 - With our
objects loaded into the Layout select the Plane
Layer ( Layer 1) and open the Item Properties (p)
panel. From this panel change the Subdivision
Order to Last.
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Object_props_sub_order

WHY: What this
does is tell LightWave® that, all deformations
will be performed on the low polygon plane not
the sub-patched one. So MotionDesigner will deform
and detect collision with the low polygon cage
and THEN it is subdivided. This speeds up the
calculations and assures smooth polygon flow.

Ok now for the fun part: MotionDesigner.

2 - Under the Scene tab
click on MD_Controller and then click
on Property.
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory MD_panel_one

The Motion Designer property
panel should appear.
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory MD_props_2

From the Property panel
choose the layer with the balls (Layer
2
) then click the Activate button.
This tells the Motion Designer to apply
its properties to this object.
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Select_balls

3 - Double
click on Target, so that it says "ON". This tells
MD that this is a moving object; it is influenced
by gravity, wind etc. This is how it should look
so far:
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Target_on_layerone

4 - Select
the Layer1; activate it as well, but this
time double-click on >Collision. MD now
knows that this object is stationary. It acts
as a barrier for a target (a moving object).
Therefore the plane is not influenced by gravity.

Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Target_layer1

5 - Now select
the Environment tab here in the property
panel.
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Enviro_tab_y_axis

In the middle column (which
represents the Y-axis), under Gravity(m/s^2),
change the value to -5. Now all physicists and
perfectionists will go crazy on me . Since when
is gravity -5 m/s^2, you ask? Well here is the
deal, you see, you can set the gravity to -9.81,
but this will mean that the balls will accelerate
faster; hence the impact velocity will be higher.
This means that the balls have to be even harder.
But this will increase the calculation errors
and calculation time. So I suggest that you leave
the gravity at -5 and speed the whole animation
up after the calculations. For cloth, you should
set the gravity to -9.8 to get believable results.
Hit start for a quick test of the dynamics.
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Hit_start

You can see that the spheres
do collide with the plane, but they do not hold
the shape yet.
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Afterstart1

6 - Under the
Surface Tab, click on the Layer with the 3 spheres,
and select the Default surface.
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Surface_tab_default

Leave the Weight at
1 for now.


Just as in real life, the weight
determines how much momentum and inertia the
object has. Think of a tennis ball colliding
with a Basket ball. The tennis ball will collide
and change the direction of its trajectory, while
the basket ball will go on mostly unaffected
since it is heavier.

- Feel free to change the settings after each
step, and RUN MD after every modification, in
order to get a feel for the tools.

6a - Leave
the Weight+- as is
, since the weight distribution
along the ball does not vary.

6b - Set Spring to: 1000.

Springs connect all points together.
The spring determines how much the points are
allowed to go apart until they are pulled back
by the springs. Hence springs determine how much
the surface stretches. A bigger value creates
stronger springs; therefore the surface will
not stretch as much as say with a value of say
100. In most Soft body systems, this is about
it for stretchiness, but MD gives you much more
settings that affect how much the surface stretches
to confuse us , not very smart on Newtek's side,
although it adds to the control.

NOTE: THIS IS IMPORTANT! From now on you will
have to increase the Calculate resolution (In
the MotionDesigner Controller window hit option).
When the mesh starts to blow up, or fold back
on itself, you will know that increasing the
resolution should solve these calculation errors.
A value of 100 and up is normal for hard bodies.

6c - Set Viscosity to: 10.

As it is written in the manual, viscosity
controls how much a collision impacts on the
shape of the object. Higher values will result
in less of an impact. Thus an object with higher
viscosity will tend to keep its shape more.
This is what we want for our hard bodies.


6d - Keep
Resistance at 1.


Resistance determines how air
resistant the body is. Say a parachutist opens
the parachute, and will slow down and float to
safety due to air resistance. We do not really
need this as we are not working on a parachute
. It can however come in very handy for falling
leafs and wings.

6e - Keep Parallel and Back
Resistance at 100%.


Parallel Resistance determines
how much the object is resistant the more it
is aligned parallel to the ground. Back resistance
determines how much the backside of the polygons
(opposite the normals) is affected. The online
docs have a good tutorial on how to use this
on falling leafs.

6f - Keep Fixed as is: OFF.

If fixed is turned on, the surface
will remain stationary. We will use this later
on in this tutorial.

6g - Set Sub-Structure to:
1000.


The manual gives a very good
(and technical as usual) description. What sub-structure
does is create more points on the mesh by converting
each poly into 4 triangles and so on. Based on
this, a more physically intact and accurate soft/hard
body calculation is performed. Higher values
tend to create a more structurally stable object.

6h - Leave Shear as is.

I have never used or fully understood
this tool. Feel free to play around with it and
see what you can come up with.

6i - Hold Structure should
be left at: 0.


To see what it does set
Hold Structure to 100 and Start the calculation.
As you can see Hold Structure treats the surface
as a whole, the more it is away from its initial
position the more it is pulled back. This tool
is useful for making wobbly stomachs etc. Return
the value back to 0.

6j - Leave Smoothing at:
0.


Smoothing does what it
says, it smoothes out the wrinkles and creases.
Since our Hard Bodies should not wrinkle, we
can ignore this feature.

6k - Set Stretch Limit to:
3%.


This will have a drastic effect
on the 3 balls. Stretch Limit determines the
percent of initial distance by which the points
can move apart from each other. Our Spheres should
have a low percent value since they should not
stretch at all.

6l - Set Compress Stress
to: 15000%!


This is the MOST IMPORTANT setting
that creates our hard bodies. Compress stress
controls the amount of compression (change in
shape) when a stress is applied (i.e. a collision).
The higher the value the more stiff the object
will be (i.e. less affected by a collision).
(This explanation comes nearly straight from
the manual). This IS what we want!

6m - Leave Shrink at: 100.

Shrink controls by how much the object
will decrease in size after Start calculation
is hit. This tool is useful to make cloth more
tight fitting.


6n - Turn
Self-Collision ON.


This is only required
because we put all spheres into one layer. The
spheres will collide with each other later on
in this tutorial. You could have put the 3 Balls
into different Layers (this is what I would do),
and set them all to target. Then Self-Collision
can stay OFF. For simplicity we put it all in
one layer. Therefore Self-Collision should be
ON so that MD will detect collisions between
the same (Default) Surfaces.

6o - Leave Single Sided:
ON.


Since the Balls are all
closed objects, the backside of the polygons
will never collide. Hence MD should only check
the front (outer) sides of the polygons. This
will speed up calculations.

6p - Leave Collision-detection:
ON.


Obviously we want our
objects to collide, so we want MD to check for
collisions. Collision-detection can be set to
OFF if you want a free falling body that should
not collide.

6q - Leave Skin thickness
at 0.01.


This feature extends the
area where a collision will be detected a bit
farther than the actual polygons. This is often
need when you do not want a cloth to drape over
an object to closely so that polygons come through.
Consult the manual for some good images showing
the effect.

6r - Set Friction to: 100.

We want our Spheres to roll
and not slide. Therefore we need some friction.
NOTE: I've found that friction in MD does not
work very well; even with high values the objects
still tend to slide.

6s - Depending on how bouncy
you want the balls to be when they collide with
each other, set the Bound force to greater
than 1. I left it at 1 for now though.

- Leave all other settings as they are. The
last two are explained very well in the manual,
I don't think I need to explain those. Fell free
to play with them though.
- Now you should have some Hard Body bouncing
spheres. You can hit the Save button, to save
a preset.
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Ball_settings
Here is what the settings should look like for
the ball surface at this point.
7 - Now we quickly will set-up
the cloth. Still under the Surface tab,
expand the Layer1 and select the "Plane" Surface
of the plane layer. On the drop down where it
says "cotton(thin)", click on that and
Select: cotton(thin). The preset should
be loaded. If you run the calculation now you
will notice that the plane does not move! Remember,
we set it to Collision not Target.
Collision objects do not move!
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Plane_settings
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Target_on_layerone
8 - Switch to the Object Tab.
Make sure that the plane layer is selected in
the drop down list. Turn Collision Off.
Double click on Target to turn it on.
Now Motion Desiger will treat the plane as a
soft body.
9 - After running the calculation
you will notice that the whole plane is falling.
Go back to the Surface tab. Under Layer
1
select the Surface called: S_Fixed<.
Set Fixed to: ON. This will make the corner
polygons fixed in place. Run the calculation.
You will notice that the 3 balls are colliding
but sliding on the cloth.
Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Corner_settings
10 - Select the >"plane" surface
of the cloth and play with the >Friction values.
I've set it to 100 you can try setting it even
higher if you wish. Here is a frame from the
calculation:

Tutorials LightWave 3D   Expression Physics: Projectile Trajectory Final
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