Modeling
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).
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.
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 vital.
- 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.
Layout
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.
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.
Hit that and you will be brought into a new window. There's a section labeled Image with a button saying (none).
- 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.
Animation
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 plane.
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.
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.
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.
- 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
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.
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.
- 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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