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Amiga Computing - Commodore Is Awesome

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32<br />

GRAPHICS<br />

At first glance. life on the main layout screen<br />

seems almost identical to its predecessor. In fact<br />

the only obvious difference is the change from XY,<br />

XZ and ZY view buttons to a far more<br />

comprehensible Front, Top and Side selection.<br />

However, look a little closer and you'll notice<br />

what has to be the most important new arrival in<br />

the entire package. namely the mysterious Goal<br />

button. Believe it or not, this insignificant little gadget<br />

is the key to Inverse Kinematics_ Its new, it's<br />

cool, and best of all it's really easy!<br />

It's obvious that the arrival of features like<br />

bones. child bone and auto Key adjust in 3,5 was<br />

no accident. When these features - especially the<br />

bone options - are blended with the new found<br />

kinematic skills you arrive at spectacular end<br />

results. Unlike many 3D systems. kinematics in<br />

Lightwave is a dream to use and incredibly simple<br />

to set up. In the screen shot we've used bones to<br />

illustrate the technique. but you can use objects in<br />

exactly the same way.<br />

Firstly you add the basic elements - which in<br />

this simple example was just two null objects_ Then<br />

the four bones were added to the first null object -<br />

Fidded bonu5<br />

Although not immediately obvious, kinematics<br />

also provides a solution for another<br />

missing link in the Lightwave chain. In<br />

previous revisions it was impossible to target<br />

one object to another. However,<br />

thanks to Inverse Kinematics we finally<br />

have a solution. Because objectsibones<br />

don't need to be physically linked to each<br />

other, or the goal they're tracking, making<br />

one object 'watch and follow another is<br />

really easy.<br />

All you need is a parent, the tracking<br />

object and a target or goal object_ You<br />

then parent the tracker and tell it to use<br />

the target object as its goal. Better still,<br />

you can target the goal object with as<br />

many trackers as you want, so, you could<br />

have every head in a tennis crowd follow<br />

the ball, or every gun on a ship track the<br />

incoming attacker,<br />

Although this may not sound particularly<br />

revolutionary it's a feature that many<br />

pro animators have been longing for. In<br />

fact, for many this will been just as important<br />

as lull kinematics. •<br />

A Omuta example of kinematic tracking.<br />

as the arrows efl ortlessly follow the<br />

target around the scene<br />

A painfully sirrtple egotist:4e of Lightwave<br />

kinematics. But then again. that's the whole<br />

point? Ira really, realty, easy<br />

that's where child bone option comes into its own.<br />

Next the bones were parented four to three, three<br />

to two and two to one, and finally bone four was<br />

told to treat the null object number two as its goal.<br />

From then on it's playtime! You simply grab the<br />

second null object and move it around - at which<br />

point all the bones bend in classic kinematic style<br />

as they attempt to track the goal. I told you it was<br />

Gtow<br />

The aii-new colput<br />

I.. lure in action.<br />

Could this be the<br />

first of many<br />

image processing<br />

options to plug<br />

directly into the<br />

LightwaVe<br />

inforfaC•?<br />

<strong>Amiga</strong> <strong>Computing</strong><br />

MAY 1995<br />

Plug-in motion<br />

As already mentioned, plug-ins are going to<br />

play a big part in the future development of<br />

Lightwave. Nowhere will this be more apparent<br />

than within the move requester. which<br />

like its control panel counterparts has its own<br />

plug-in option.<br />

From here you can expect the likes of<br />

WaveMaker, Dynamic Motion Module,<br />

Power Macros and Impact to make their<br />

mark with all manner of motion specific addens.<br />

According to NewTeks' Brad Pettier. a<br />

number of projects are well under construction,<br />

including a new module from the<br />

creators of Sparks which employs particle<br />

animation to generate realistic fur effects and<br />

other organic forms. Even NewTO are<br />

easy! When you've arrived at a pose you like, a<br />

simple 'key all items' command makes it permanent.<br />

If you wish you can still move and edit the<br />

components in the kinematic chain without<br />

affecting their counterparts. or the basic kinematic<br />

relationship.<br />

All things considered it is a near perfect solution.<br />

The only element missing is the ability to limit the<br />

movement, or angle of rotation for the various<br />

elements in the chain. For example, a forearm<br />

would happily revolve at the elbow and go straight<br />

through the upper arm and back out the other side.<br />

NewTek have admitted that kinematics still<br />

requires development_ and are already working on<br />

the 'wish list' for the next revision.<br />

However, even with this minor inconvenience<br />

the overall implementation is excellent. For example,<br />

if we replaced null object one with a finger<br />

object, it would bend and flex just like the real<br />

thing. Thanks to the bones the object would also<br />

deform properly - given the necessary polygons.<br />

Seamless kinematic movement in a matter of<br />

minutes - impressive, no matter which way you<br />

look at it.<br />

getting in on the third•party act by enlistini<br />

the help of Elastic Reality - formerly knave<br />

as ASDG. As a result. NewTek will licensi<br />

the rights to include over 20 ADPro-styk<br />

loaders and Savers within Lightwave V4_<br />

Although not active in the Beta version<br />

NewTek have already guaranteed that a!<br />

the aforementioned loaders and savers wi<br />

be a standard element, and will cater for a<br />

the major image formats, across a<br />

platforms.<br />

And finalq<br />

Looks familiar, but when the plug-ins<br />

arrive motion control will probably be<br />

Ore of the biggest benefactors<br />

Obviously, with the software still effectively 'under construction' there's still t<br />

odd feature which isn't exactly firing on all cylinders. However, even as it Man<br />

,the new Lightwave has the makings of a truly spectacular product. Almost all t<br />

wish list elements have been included, in addition to a host of new features t<br />

quite literally put Lightwave on a par with the best that Wavefront. Alias a<br />

Softimage can offer. And all at a tiny fraction of their asking price.<br />

Internally there's also very little to complain about_ Lightwave 3.5 scenes, ob •<br />

and textures all appear to work faultlessly with the latest version. And better s<br />

there appears to be no problem in porting Lightwave 4 files between formats.<br />

Basically that's all that space will allow for this month. Next month we'll tali<br />

close look at the changes to modeller. However, if all goes well, we hope to br<br />

you the first full review of the complete package, plus another very spe•<br />

Lightwave exclusive. Stay tuned...

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