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1Tutorials LightWave 3D  Big Eyes, Small Specs Empty Tutorials LightWave 3D Big Eyes, Small Specs Qua Jan 26, 2011 4:11 am

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Making Anime Eye Specularity Hits in Lightwave 8
by Nick Floyd
Tutorials LightWave 3D  Big Eyes, Small Specs Pixel_black
Download source files here.
Tutorials LightWave 3D  Big Eyes, Small Specs Pixel_black

Tutorials LightWave 3D  Big Eyes, Small Specs SM_40_00035
As the DAVE School class of April 2005 began the anime short, Spoonman,
we discussed several elements we would like to see in the finished
film. One of those elements was to have two hard edged anime style
specularity hits on the eyes of our characters and have them flicker in
classic anime fashion. We also needed them to be able to move
independently from the eyeball and each other so that they could be
positioned for each individual camera during shooting.
The early plan for this set up was simply a pair of image maps on the
eyeball of the character controlled by reference nulls. In testing,
this idea fell through as the further the rig was taken from the origin
the harder it was to find the image maps. We tried to simply repeat the
image map so one instance was always visible, but with this set up,
scaling the images to get them to flicker caused the repeats to shrink
in toward the original image and move across the eye. This problem
would have been impossible to fix without a great deal of math. Save
the math for the programmers. We’re animators.

Tutorials LightWave 3D  Big Eyes, Small Specs EyeSpecsIno
I spent a day of production time working on this issue and eventually
scrapped the image map/reference null idea for an easier rig based on
the common eye bone set up. Below is the step by step method I used to
create this rig.
Step One.
Create one eye down the same axis your character is facing as a perfect
globe using the Ball tool. Making sure that there is an even number of
both sides and segments and there is enough geometry to give the globe
the illusion of being perfectly round with smoothing or SubD. This is
the eyeball that must line up with your eye sockets and eye lids as the
other geometry we are going to add will be mostly transparent.
Normally, I wouldn’t recommend leaving a character’s iris round (its
usually concave), but because it is cell shaded anime and because we
will be copying it in the next step, we will leave them round. For now
give the eyeball a white, 100% Luminosity surface called Eye_Whites.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1A
Step Two.
Select the eyeball geometry and change the Action Center Mode to
Selection (Shift+F8). Copy and paste the geometry and Size it up
slightly so that the second ball is slightly larger and directly over
the first. Copy and paste this new ball and Size it the same amount.
Now you have three balls whose centers are all exactly the same and
each is slightly larger than the one directly below it. These two new
balls will be the spec layers (one for the large and one for the small
hits). Change the Action Center back to Mouse or whatever you prefer to
work in.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1B
Step Three.
Texture the interior ball as an eyeball (I used a UV for the iris), and
then Mirror all three balls to create the other eye. Surface each spec
layer separately with right and left and large and small distinctions
(white, 100% Luminosity). The balls that lie in the center are the
large specs and outer one is the small spec. Now, create the two image
maps in whatever image manipulation program you prefer. They should be
a simple black dot for the small spec and a larger oval for the large
spec. Both should be black and centered on a square white background.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1C
Step Four. Now
put the new images on the appropriate surfaces as Planner maps down the
same axis the character faces. They should be in the Color Channel and
set their Width and Height Tiles to Edge. Automatic Size them. This
will make it possible to see the size of the specs in Modeler and
Layout’s Open GL. Adjust the size until it looks right but be sure the
X, Y, and Z are all exactly the same. You will need to hide the small
spec geometry to be able to see the large specs.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1D
Step Five.
Once the specs appear to be the appropriate size, copy those texture
layers into the Transparency channel and uncheck them in the Color
channel. Now the character’s eyes will appear as white globes again in
Modeler and Open GL, but a render will show a white oval over the iris
of the eye.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1E
Step Six. Weight
map (200%) each layer of each eye with Right and Left designations as
well as large and small spec and eye. Left_Eye, Left_Large_Spec,
Left_Small_Spec, Right_Eye, Right_Large_Spec, and Right_Small_Spec.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1F
Step Seven.
Create two Skelegons in the left eye (an eye bone and a base bone) and
make sure the joint of the two Skelegons are perfectly centered within
the three spheres. Use the coordinates of the points on the spheres
directly above and to the sides to center and straighten the Skelegons.
It is very important that this is done right. The bone joint must be
perfectly centered within the eye.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1G
Step Eight. Send
the object to Layout and Convert Skelegons to bones. Rename the base
bone as Left_BASE and the other as Left_Eye. Now select the Left_Eye
bone and make two clones of it. Rename one of the clones
Left_Large_Spec and the other Left_Small_Spec.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1H
Step Nine. Next,
open up the Bone Properties panel and set the weight maps for each bone
to the correct map created in Step Six. Set the Strength of Left_BASE
to 0%.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1I
Step Ten. Now,
select Left_BASE and Mirror Hierarchy remembering to Replace String
from Left to Right. The weight maps will convert automatically.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1J
Step Eleven.
Create a null object and center it directly between the character’s
eyes. Clone it and move the clone so that the left eye bones are
pointing directly at it. Be as precise as possible.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1K
Step Twelve.
Now Mirror the new null so that there is also one in front of the right
eye. Parent both nulls to the central null. Be sure Parent in Place is
on in the General Options panel before doing this.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1L
Step Thirteen.
Select the parent null and Clone Hierarchy twice, moving the new parent
nulls closer to the character and offsetting them from each other. The
furthest set of nulls are the eye targets while the closer sets are the
Large and Small Spec targets respectively. They can be renamed as such.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1M
Step Fourteen.
The two eye targets can be hidden of course, but I recommend giving all
the others an identifiable color, shape and label with Item Shape.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1N
Step Fifteen.
Now go into the Motion Options for each bone and assign the targets to
the corresponding null object. The three master nulls in the center are
not to be targeted and are only used to control their child nulls. The
two BASE bones should not be assigned targets.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1O
Step Sixteen.
Next, add Follower to the large spec bones and set them to follow their
target null Bank to Bank at a -1 Multiplier. The other channels should
be set to “none.” The Large specs are usually at 45 degrees on the eye
but this set up allows you to change the side of the character the spec
lies on and rotate the spec to the best angle. Rotate the Large Spec
nulls (not the Large_Spec_Master) 45 degrees on the Bank once Follower
has been set.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1P
Step Seventeen. Now
move the master nulls of both specs up and toward the side of the
character you are shooting from to get the position desired. Test
renders will need to be done as the biggest problem with this rig is
that they cannot be seen in Open GL. The individual spec nulls can be
moved independently so that they can be seen on both eyes in a given
shot as long as they are not in a noticeably different position.
Remember that they are suppose to be reflections of light and should
appear to be identical on each eye.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1Q
Step Eighteen. Now
that you have the specs in place, go back to the surface settings and
put an envelope on all three size channels (X, Y, and Z) of the spec
layers. Each shot may require a different setting, but a change of
about 5 or 6 mm over the course of three frames seems to do well. Don’t
forget to set the post and pre behavior to Oscillate. Make sure that
all spec layers have the same amount of change over the same time
period so they are fluctuating the same amount at the same speed. These
envelopes will save to the object and the specs will flicker in any
scene it is placed.

Tutorials LightWave 3D  Big Eyes, Small Specs Image_1R
That
is it. Be sure to save your scene and the object. On Spoonman, we only
used this rig on close up shots as distance seemed to make the extra
bones and nulls more work than they would be worth. In all other shots
we used a version of the character that had stationary spec hits.

Tutorials LightWave 3D  Big Eyes, Small Specs EyeFlicker
You
may want to parent the master nulls of this rig to the character’s head
bone, the character’s master or mover null, or the character itself.
Note, depending on the amount of movement the character makes in the
shot, and where the master nulls are parented, the master spec nulls
may also need to be animated somewhat to keep the illusion of them
being reflections of light from a stationary source. Good luck
Be Sure to Download the source files for this tutorial here.
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