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1 Tutorials LightWave 3D Rostrum Camera em Qua Jan 26, 2011 3:20 am


by Ben Vost


  1. Make a plane in Modeler. It will be best
    if you create it in the bottom left viewport,
    but before you start, change the view from
    Back to Front (the little button in the top
    left-hand corner of the viewport window).

  2. This will give you a plane that's oriented
    correctly when you send it to Layout. It
    can be any size you like, but better you
    keep to the same proportions as the image
    you have. Like I said, if you count the number
    of pixels for the height and width of the
    image, and then make a box that has the same
    dimensions in meters or any other units you
    like, you can be sure that when you map your
    image onto the plane, it will be the correct
    proportions. When you are making the plane,
    hit the 'n' key on your keyboard to bring
    up a numeric panel in which you can put the
    numbers you need.

  3. Once you have made your plane, hit space
    to freeze it. Make sure you are in polygon
    mode by hitting space repeatedly until you
    can see the Polygons button light up at the
    bottom of the Modeler screen. Now it's time
    to give it a surface. Hit 'q' to bring up
    the surface panel. If it doesn't appear,
    make sure you don't have Caps Lock on LightWave
    is case sensitive. In the surface panel,
    give your object a name, I suggest "imageplane".
    This isn't really important if all you are
    ever going to do is have the one object in
    the scene, but when your scenes become more
    complicated with more than one object it's

  4. Okay, we are done in Modeler. Save your
    object and then hit the button in the top right
    corner of the screen that looks like a downward
    pointing arrow. This will give you the option
    to Send your object to Layout. Do so.


  1. Now we move to Layout. The plane should
    be facing the camera. Switch to the camera
    view, by going to the button that currently
    says "Perspective" at the top left
    hand corner of the viewport and changing
    it to camera. The plane should nearly fill
    the viewport and be square on to the camera.

  2. Now is when we put an image onto the plane.
    Go to the Surface Editor and the first texture
    setting will be Color. There's a T to the
    right of it.

  3. Hit that and you will be brought into a
    new window. There's a section labeled Image
    with a button saying (none).

  4. If you click on that button you will see
    that you can load an image. Do so. If you move
    the surface editor window over a bit, you should
    be able to see your plane in the viewport update
    with an image, but it might be squished or
    look completely unrecognizable. There are two
    things to mess around with. Check the axis
    for the image there are buttons for X, Y and
    Z and also hit the "Automatic Size" button
    to stretch the image to fit your plane.


  1. Okay, we have our plane, we have an image
    mapped onto it. Now we need to move the camera
    around. Make sure that the camera button
    is highlighted at the bottom of the screen
    and now when you move the mouse with the
    Left mouse button held down, you will see
    the plane apparently move (you're moving
    the camera rather than the plane, so the
    directions will seem reversed. If you'd rather
    move the plane, you can still do exactly
    the same). Left and Right will move right
    and left and up and down will dolly in and
    out of the image. Holding down the right
    mouse button will allow you to move the camera
    up and down at the same distance from the

  2. At the moment, you are at frame 0 of your
    animation. We've already established that
    we are working at 25 fps and the little text
    box to the right of the slider can be set
    at anything you like to give you more or
    fewer frames of animation.

  3. Set the camera where you'd like it to start
    the animation and hit return twice. This
    will set a key frame for the camera. Then
    move the slider along a bit, and move the
    camera again and set another keyframe. Do
    this until you have the motion you want over
    the period you want it.

  4. The motion will be choppy because of the
    fact that there's no ease-in or ease-out.
    You can change this by opening the graph
    editor. Be aware that most of the windows
    don't block LightWave, so you can have them
    open and continue playing your animation
    in the background so you can interactively
    see what difference your changes make. In
    the graph window, selecting a keyframe will
    then allow you to change its TCB spline (TCB
    stands for Tension, Continuity and Bias)
    to give you a better motion. It's easier
    for you to play with the settings rather
    than me to go into a long-winded explanation…Remember
    also that you can change more than one channel
    at a time by selecting more than one from
    the list at the top left of the graph window.

  5. Once the motion is as you like it, you'll
    want to save it out. You can save individual
    frames, if you want to bring them into Premiere,
    say, for further post processing, or as an
    animation, or even both at the same time. You
    do this by choosing Rendering Options from
    the Rendering menu up at top left of the screen.

Other things

  1. You can turn on a field chart or safe area
    overlay by using the Display Options window
    (hit d on the keyboard). These won't appear
    in your render and also only appear in the
    camera view.

  2. You can change the aperture focal length
    and various other settings of the camera
    by making sure you are in camera mode and
    hitting the properties button next to the
    camera button.

  3. There is a facility to truly emulate different
    types of film very precisely with LightWave
    so that you can match the other film used in
    the production. Using the Virtual Darkroom
    plug-in you can set options like granularity
    of your 'film' and the way it reacts to light.
    It's complicated to use, so don't even ask
    me! But there are numerous presets included
    for different types of film.


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