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1 Tutorials LightWave 3D Motion Designer: Making Curtains em Qua Jan 26, 2011 3:11 am


by Ctrl+Alt+Del
Download source
files here.

will be using Morph Maps & Motion Designer
for this tutorial. This tutorial assumes you
have basic knowledge of LightWave 3D.

The thumbnails lead to screen
captures that are 1600X1200 and are fairly compressed,
but if you are on dial-up and do not wish to
view the images you may not have to as I will
try my best to describe as much as possible in
Click Here to
See Final Animation
(DIVX 5.0.2 - 1.46MB - 640X480)

Step 1:

we'll start off in modeler by making a cube.

"WTF? A cube? I wanna make
a curtain!"
I know, just go along with it okay? Smile
I made one that is 3m x 3m x 3m.

Press F2 to center the cube
if its not already.
Step 2:

we'll use the Julienne tool and set the divisions
to 80 and Y axis. Click OK and it should slice
your object 80 times up and down. Then click
the Julienne tool again and leave the parameter
at 80, but this time change the axis to X. Press

object should now look something like this (A
dense subdivided square mesh).
Step 3:

we want to rotate the model 45° on the Z
axis from 0,0,0. I would suggest doing this in
the Numeric Panel so that you know its exact.
Once its rotated, repeat the same Julienne operations
(80 X and Y) from step 2.

rotate the object back (-45° from 0,0,0).

You should now have a crisscross
pattern of subdivided polygons, perfect for deformation.

If you haven't already, delete
the data from all of the layers that the Julienne
tool created.
Save the File!
Step 4:

lasso-select all of the polygons that face the
-Z axis and then press Shift + ' or " to
invert your selection.
Then press Delete.
F2 to center geometry.

should have something that resembles this. A
flat highly crisscrossed subdivided plane.

The reason we started out with
a cube is that the Julienne tool works a lot
better when used on an object with a thickness.
Step 5:

press Q and give the surface a name like ohhh....Curtain?
Step 6:

we want to select two rows of points near the
top of the Curtain. I chose the 5th and 6th rows
down from the top so that I leave some fabric
above to give it that frilly foo foo stuff at
the top of most curtains.

I chose to lasso-select from
the side view.
Step 7:

copy and paste those points into a new layer.
Use the Points to Poly's tool to convert those
points to 1 point polygons.

press Q and give the surface a name like ForMorph.

Doesn't matter what color, were
not going to see these in final render anyway.
Step 8:

cut these points and paste them into the first
layer where the curtain is and merge points by
pressing m.

Make sure you have Keep 1 Point Polygons checked!
Press OK.
Step 9:

all the 1 point polygons via the Polygon Statistics
by clicking the + next to either the category
of '1 Point Polygons' or by Surface Name.

Press Shift + j or J to bring
up the Jitter dialog. You want to make it so
that it will only jitter the selected points
back and forth in the Z axis. I chose to jitter
it by 2.5 cm.

should have something similar to this.
Step 10:

with all those points still selected, create
a new morph map and call it Curtain.

your Stretch tool and stretch all those points
to the left side as shown in the screen capture.

After you're done stretching,
return the morph mode back to Base.
Step 11:

to layout! Load in your Curtain model and position
the camera however you'd like.

Open the Property Panel of
the curtain model.

Goto the Deform tab and choose
the displacement plug-in called Morph Mixer.

frame 0, leave the morph at the default of 0.

frame 30 and drag the slider 100%. Now close
the morph panel.

Change the end frame to 150
or so.
Save your Scene.
Step 12:

goto the Scene tab and click on MD_Controller.
Then click on Property.

click Target to turn the object On.

Note: This
may take a little while to process depending
on the speed of your computer.

Do not Double click more than
once as it will turn the Target On, and then
back Off.

that the Target is set to On, goto the Surface
tab and click the model name to reveal the surfaces
in it.

Highlight Curtain and at the
bottom right above the Continue button, choose

Note: You can
if you wish turn on Self Collision, this will
make the simulation more realistic, but it drastically
increases the calc time.

highlight ForMorph and the only thing you're
going to do for this one is double click Fixed
to turn it On.

goto the Environment tab and only change the
top-middle field to -2.
Press Continue.
Save your scene.
Step 13:

all you have to do is press the Start button,
sick back, and watch LightWave calc away at it.

This may take a while depending
on your machine.
Step 14:

do not forget to save your motion designer motion(s)
unless you want to recalculate every time you
open the scene. Smile
Couple of 1 Pointers:

make those 1 point polygons not show up in final
render you can either:

Make all surface parameters
of ForMorph - 0% except for the Transparency
which should be 100%.

After you are happy with the
motion you have and have saved the motion file,
you can delete the one point poly's from the
model (this will not effect the motion). I would
suggest making a copy of the model first (so
that you have the original if you need to re-calac
the motion differently) and then just replace
the object with your newly saved one that has
no 1 point poly's.
Happy Rendering! Smile

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/ bugs
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