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1Tutorials LightWave 3D LightWave [8]: Hard FX_1 Empty Tutorials LightWave 3D LightWave [8]: Hard FX_1 Qua Jan 26, 2011 4:05 am

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Admin
Admin
by Micah
Hostetter
Tutorials LightWave 3D LightWave [8]: Hard FX_1 Pixel_black
Download source
files here: Objects, Scene, Motions.
Tutorials LightWave 3D LightWave [8]: Hard FX_1 Pixel_black


In this tutorial you will learn how to set up
and rig a basic HardFX scene and then adjust
the HardFX parameters to simulate rigid bodies
of increasing brittleness.

Tutorials LightWave 3D LightWave [8]: Hard FX_1 SetUp

Tutorials LightWave 3D LightWave [8]: Hard FX_1 Collision

For this tutorial, the following
objects will need to be downloaded from the link
at the top of this page:

  1. Cup_1
  2. Cup_2
  3. Cup_3
  4. Ball


Since you are not building
the objects themselves, you should know that
the Cup has been totally un-welded so that no
polygon shares the point of another, whereas
the Ball is just as it seems to be; a single
mesh.
The scene for this tutorial will be created
from the ground up, using the above objects.

Towards the end of the Tutorial,
dynamics calculations become increasingly intense.
So, if you do not want to take the time to calculate
the dynamics on your own computer, the last scene
and object setup is made available at the end
of this tutorial with the recorded motion files
in order for you to immediately see what the
tutorial has set up.

Part I: Object
Setup

#0000ff]Auto” key
frame should be set on for this entire tutorial.]
1: Open Layout
and import the Cup
and Ball objects.
2: Select the Cup_1 object
and move it to this position:
X: 6 M
Y: 0 M
Z: 0 M

3: Select Cup_2 and move it
to this position:
X: 0 M
Y: 0 M
Z: 0 M

4: Select Cup_3 and move it
to this position:
X: -6 M
Y: 0 M
Z: 0 M

5: Select the Camera and move
it to this position:
X: -20 H: 33.90
Y: 14 P: 19
X: -20 B: 0

Part II: Object
Animation


[All of the following Key Frames
created are for the Ball object and so assume
that you always have the Ball object selected.]
6a. Set the Key Frame range
from 0 to 120.
6b. Select the Ball and place
it in this position:
X: 6 M
Y: 1.5 M
Z: -6 M

7. Move the animation Slider
to Key Frame 10 and
move the Ball to this position:
X: 6 M
Y: 1.5 M
Z: 6 M

8. Move the animation Slider
to Key Frame 20 and
press enter to create a key frame.
9. Move the animation Slider
to Key Frame 30 and
move the Ball to this position:
X: 0 M
Y: 1.5 M
Z: -6 M

10. Move the animation Slider
to Key Frame 40 and
move the Ball to this position:
X: 0 M
Y: 1.5 M
Z: 6M

11. Move the animation Slider
to Key Frame 50 and
press enter to create a key frame.
12. Move the animation Slider
to Key Frame 60 and
move the Ball to this position:
X: -6M
Y: 1.5 M
Z: -6 M

13. Move the animation Slider
to Key Frame 70 and
move the Ball to this position:
X: -6 M
Y: 1.5 M
Z: 6 M

14. Open up the Graph Editor
and select all of the Key Frames for the Ball.
15. Set the Incoming Curve
parameter to a value of Linear.
16. Close out the Graph Editor
and save your Scene.
Part III: Collision
setup for Ball, HardFX setup for Cup_1, and
Collision Ground Plane.

First, let’s set up the ball as a collision
object.

17. Select
the Ball object and press “p” to
open up the Object Properties panel. Now select
the Dynamics Tab and select Collision from
the Add Dynamic drop down menu.

18. Double
click the Collision plug-in in the plug-in bin
to open it up and make the following changes
to the Collision parameters:
Type: Sphere
Radius/Level: 278mm

Now let’s set up the first cup for HardFX.

19. Select
Cup_1, open the Object Properties panel, select
the Dynamics tab and then select Hard from
the Add Dynamic drop down menu.

For this first Cup, we will
set the HardFX settings to simulate a plastic,
metal or otherwise rigid, non-brittle object.

20. Open up
the HardFX plug-in that you just added to the
plug-in bin and make the following changes to
the collision parameters:
Piece Mode: 1 Piece
Basic Tab:
Advanced Resistance: Check
Size Effect [weight]: Check
Size Effect [resistance]: Check
Gravity: -9.8
Rotation Tab:
Size Effect [Torque]: Check
Torque Min: 50%
Collide: Collide
Collision Tab:
Stop by: Stabilizer
File Tab:
View Feedback: UnCheck
Numeric Feedback: UnCheck

Save your scene.
21. Now press the Calculate button,
located in the Object Properties’ Dynamics
tab.

You should see the Cup_1 get
knocked backwards and then fall through the ground
plane grid. Let’s set up a collision ground
plane so that Cup_1 and eventually the rest of
the objects have something to bounce off of after
the initial collision.

22. Click on
Layout’s Items tab, under the Add menu’s
Dynamic Objects Menu, select Collision.

23. In the
Object Properties panel for the Collision object,
go to the dynamics tab, double click on the collision
plug-in and make the following changes to the
parameters:
Type: Plane
Radius/Level: 0 M
Friction: 5

24. Move the Collision object
to this position:
X: 0 M
Y: -2.233 M
Z: 0 M

You should now have a collision ground plane
just under the bottom of the Cups.
Save your scene.
24. Press the “Calculate” button
to see the new dynamics at work.
Part IV: HardFX
setup for Cup_2

For the second Cup, we will be simulating a
semi-brittle material, like a huge cup made of
plywood sheets or something of the sort.

25. Select
Cup_1, get to the HardFX plug-in properties and,
under the File tab, click on “Copy”.

26. Select
Cup_2 and press “p” to
open up its Object Properties panel. Now select
the Dynamics tab and then Hard from
the Add Dynamics drop down menu. In the plug-in
bin, double click the newly added HardFX plug-in.
Then, under the File tab, click “Paste”.

The HardFX values of Cup_1 are
now transferred to Cup_2. Now with a few changes,
we can create a more complex rigid body effect.

27. With Cup_2’s
HardFX properties still open, make the following
changes to the parameters:
Basic Tab:
Piece Mode: 1Piece> Parts [Collision]
Collision Tab:
Start by: Check: Start by Collision

Save your scene and
run the dynamics calculation, if you’d
like.

Part V: HardFX
setup for Cup_3

For the third cup, a totally brittle material,
like thin crystal or glass, will be simulated.

28. After adding
HardFX to Cup_3, copy the
HardFX settings from Cup_2 and paste them
to Cup_3.
29. With Cup_3 still selected,
make the following changes to the HardFX parameters:
Basic Tab:
Piece Mode: Parts
Collision Tab:
Self Interaction: Box

Save your scene.

Press the “Calculation”,
button in the Dynamics to let the HardFX engine
do the calculations. If the calculation time
is too high for your machine, deactivating the
Self Interaction of Cup_3 might help a lot. Otherwise
you can download the scene and motion files from
the links at the top of this page:

  1. HardFX_1 Scene
  2. Cup_1 Motion Data
  3. Cup_2 Motion Data
  4. Cup_3 Motion Data


When it’s done, press
play and have fun watching the scene playback
the HardFX calculations in real-time. You can
navigate the scene while it’s playing back
in real time too. So, taking a perspective view
to look around while the scene playback loops
is pretty fun.

If you have your HardFX calculations
done and would like to load the scene at a later
time and play it with the calculations still
intact, then, for each object with HardFX applied
to it, you must save the motion file found here: Object
Properties> Dynamics> HardFX> Files> Save
.
Then, save your scene.
This concludes the HardFX_1 tutorial.
Happy colliding.
-S9 Design: Micah Hostetter: [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]-
]

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