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1Tutorials LightWave 3D FxLink Tutorial  Empty Tutorials LightWave 3D FxLink Tutorial Qua Jan 26, 2011 4:12 am

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by James Willmott
Tutorials LightWave 3D FxLink Tutorial  Pixel_black
Download source files here.
Tutorials LightWave 3D FxLink Tutorial  Pixel_black

There
can be no denying that Lightwave's new Dynamics are powerful, but it
can sometimes be painfully slow for the program to calculate a physics
solution, especially when collisions and multiple entities are
involved.

Fortunately
for us, Lightwave provides a number of methods of shortening our
calculation times by using proxy models and borrowing their physics to
be applied to more complicated objects.

This
tutorial will show how to create multiple human forms and control them
purely through dynamics applied to simpler proxy shapes.

This tutorial will cover the following steps.

Modeler
1) Modeling a human form.
2) Setting up the object and proxy for dynamics to control.

Layout
3) Setting up the Dynamics on the proxy form.
4) Making multiple copies.

Step 1:

Creating
your figure in Modeler isn't too difficult. I decided to model a very
simple human form since I wanted many copies eventually and didn't want
to blow out my polygon count. How you model the form isn't important,
and it can use faces or subpatches as required.

Tutorials LightWave 3D FxLink Tutorial  Man%20Model
[Fig 1] shows the initial human form. I've modeled a simple knight in this case.

Step 2:

Creating
the proxy for Dynamics is similar to applying Skelegons to set up a
character skeleton. In this case we just use 2 point polygons on a
different layer, and build a simple skeleton inside the model of the
knight.

Tutorials LightWave 3D FxLink Tutorial  ManSkeleton
[Fig 2] shows a skeleton set up with the knight shown as wireframe
only. Make sure the 2 point polygons are welded together into one
connected skeleton. Bear in mind that if you don't connect a skeleton
part, it will be free to fly away during the dynamics calculation. In
this example the skeleton elements that correspond to the sword and
shield of the knight I have left free so they will fly away as if
dropped.

The
last thing we need to do is make sure that the main body parts of our
knight are separated, otherwise our dynamics won't work correctly in
Layout. Use 'cut and paste' to disconnect out the main parts ie. head,
upperarms, lowerarms, thighs, shins.

Save, and send your object over to Layout. Deactivate the skeleton object in Scene Editor so it doesn't show up in your renders.

Step 3:

Now we have to set up our Dynamics to control our victim. First, lets add controllers according to common sense.

We'll
need a ground plane so add a plane collision effector at ground level.
Leave the settings at their default except for Friction, set to about
20-30.

Next, gravity, so add a gravity effector to pull everything down, and turn off falloff.

That sets the environment, now we affect the man.
Select the skeleton layer, and apply ClothFX. Use Cotton(Thick) as a
base, but set Compression to 300% and Stretch to 1%, and turn on
collision detection.

Set your frames to about 300 and hit the Calculate button in the Dynamics tab to see what happens.

Not much, but your skeleton should crumple in a heap on the ground. [download movie 1]

Now,
parent the knight to the skeleton, and select FX_Hardlink in the Deform
tab und Add Displacement. Now, your man should follow the movement of
the skeleton. [download movie 2]

If
he doesn't, make sure you've modeled the skeleton to match the knight
as close as you can. FX_Hardlink seems to work by parenting separate
groups of polygons in an object with the closest polygon in the parent
object.

Ok, so your knight falls like a sack of spuds, lets make him do something more interesting.


Add
a new collision Dynamics effector, a sphere about 1m radius, and
position it about 2 metres away from the knight on frame 0, and two
metres on the other side of the knight at frame 5, so it moved through
the model.

Hit 'Calculate', the collision ball should strike the knight and send him flipping away most satisfactorily.
[download movie 3]

Step 4:

Lets
have a bit of sick fun and see how many knights we can injure at once.
Go back into Modeler and clone the knight, and skeleton about 20 times
in a rough line. Make sure that the skeletons stay on their own layer.
You can ensure that by putting skeleton and figure on one layer,
multiplying everything, selecting 2point polys and copy/pasting them to
their original layer.

Back
in Layout we will have to remove FX_Hardlink from the figure layer and
reapply it, because it calculates the links only the first time it is
applied. If you change any geometry you'll have to recalculate.

(Word
of warning::: FX_Hardlink does some calculations when you apply it the
first time. In my experiment with 120 ragdolls and about 12 bones per
doll, it took nearly ten minuts from applying FX_Hardlink to when the
computer became responsive again )

Now,
even if you have 20 knights in a line the collision object won't go
through them all. Adjust the keyframes on the collision ball to go
through all the knights at about 1 metre per frame or more. This is
pretty fast but I've found that a lot of dynamics 'float' because the
impacts just aren't fast and hard enough.

Worked
out what's wrong yet? The knights begin to fall before the collider
hits them, which means they just slump before being hit. The solution
is to tell dynamics to start just before being hit by the collider.

[download movie 4]

Copy
the collision object, expand it by 500mm-1000mm and turn it into an
event object. Make sure the event collider is large enough to
completely surround all the knights at some point, otherwise you'll
find the knight collapses but his arm might end up suspended in mid
air.

Go to the skeleton object and bring up the ClothFX settings. Under the collision tab is an option to 'StartByEvent'.

What
this does is delays Dynamics calculations until an Event collision
occurs. The Event collider will make the skeletons fall, but the ball
collider follows so close behind that you won't really notice before
the knights get thrown away by the impact of the ball.

Calculate Dynamics again, and enjoy the destruction.

Tutorials LightWave 3D FxLink Tutorial  ManyBashed
[Fig 3]
[download movie 5]

You
can adapt this technique to anywhere you have complex objects that can
'borrow' dynamics from simple 'skeletons', the possibilities are endless
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