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A complete training on DVDRom Mac/PC to master Lightwave v.9 with Olivier Michon, the first certified NewTek Europe trainer. After a general presentation of this impressive application from NewTek, you will learn the Modeler : the interface, the views and the selection modes furthermore the subdivision surfaces, the basis of modelling tools with practical examples and modelling methods used by professionals. The tutorial then explains the Layout : after a handling, you will use different Editors (Scene, Graph, Surface, Node), create skeletons of animation for mechanical and organic objects and use different kind of lights and cameras with several practical examples to test yourself.
Prizes :
Worldwide Shipping Costs Included : $96
Special Offer : One year IT'S ART Membership + Learning Lightwave DVD for Only : $125
Video extract : Rigging a mechanical object.
The extracts below are in low-definition, contrary to the DVD which disperses in full resolution (1024*768).
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Content :
Program Philosophy – Modeler | Layout
The Hub – bridging the two programs
General workflow: The Content Directory
Introduction and general presentation
Interface and menu configuration
Adding a plug-in to the interface
Configuration of viewports and OpenGL options
Keyboard shortcuts
OpenGL viewport navigation
Point / Edge / Polygon selection
Objects and layers
Layer hierarchy, foreground and background layers, subdivision surfaces
Subpatch and Catmull-Clark
Edge Weighting
Modelling tools
Surfaces
Action centres
Deformation tools
Rounder
Multishift
Symmetry mode
Vmaps
Modelling methods
Making complex objects from primitives
Optimising polygon flow for Sub-Ds
Using demonstrated tools for a polygonal modelling example
Modelling a chair
Modelling a character
Using demonstrated tools for an organic modelling example
Weight maps, UV Texture maps, Morph maps, Vertex Color maps, Point Selection Sets
LAYOUT
Introduction and general presentation
Interface and menu configuration
Configuration of viewports and OpenGL options
Keyboard shortcuts
About Scenes
Cameras, Lights, Objects, Bones
How the grid works
About keyframing and using Auto Key
The Pivot Point
Hierarchies: parenting, targetting
Scene Editor
Overview of the scene and global parameter editing
The Dope Sheet
Graph Editor
Introduction and general presentation
Interface and menu configuration
About envelopes and channels
Spline manipulation
About expressions
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Rigging
Rigging a mechanical object
Forward Kinematics (FK) and Inverse Kinematics (IK)
Using expressions
Using Targets
Rigging an organic object
Using Skelegons
Using Skelegons part 2
Weight maps for Skelegons
Converting Skelegons to Bones
Forward Kinematics (FK)
Inverse Kinematics (IK)
Inverse Kinematics (IK)
Controlling Goal objects
Surface Editor
“Classic” Surface Editor overview
OpenGL display and VIPER
Layers in the Texture Editor
Presets
Saving options
Practical: Defining a different surface for either side of a polygon
Introduction to the Node Editor
Interface Presentation
Exemple
Regarding Shaders and Materials
Animation of a gradient
Displacement maps on subpatch objects
Using the Node Editor to deform geometry
Subdivision order
APS – Adaptive Pixel Subdivision
Standard lighting
The different light types
Radiosity
Introduction
Backdrop only
Monte Carlo et Final Gather
Cameras
The different camera types
Perspective v. Classic cameras
The “Use Global” button
Antialiasing
How adaptive sampling works
Conclusion
Minimum Configuration :
• Compatible Win 2000-XP-Vista or MAC OS X
• Resolution : 1024x768
• Processor : 1,2 GHZ minimum
• DVD-ROM drive required
• Sound card required
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