Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranî)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Portuguese (Portugal)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
So, to finish up today, we're going to build
on the principles that I just showed you,
but we're going to try to do something a little
bit more exciting with some more fun-looking imagery.
We just used a basic sphere and a ground plane
just to demonstrate the concept of animation.
But in the end, the whole point of being able
to animate stuff is so that we can actually
animate, you know, some cool-looking things.
So what I'm going to do is I'm going to load
in a spaceship and a background prop so that
we can do something maybe just a little bit
more fun, a little bit exciting, even though
it's only going to be the same basic concepts of what I just showed.
But like I said, it should be a little bit more fun because it will look more like a
movie instead of just like a ball and a flat plane.
Okay, so what I'm going to do is first, I'm
going to load up a model that I made a while
ago for a tutorial and let's go load object and under our objects folder, I'm going to
go and grab my starfighter model, I'm going
to grab the starfighter model lightwave merged so it's not in multiple layers.
And it is loaded my spaceship, let's turn on
a VPR, oh wonderful, and I've got my normal maps and everything are already working.
So what the normal maps do, they're sort of,
they give the sort of like a bumpy detail.
There's other things called bump maps, they do
similar things but normal maps create sometimes
a little bit more realistic looking bumps.
So you can see all these panels and detail
and stuff, so those are what's called normal maps.
If we just go to shaded solid, you don't see the textures, texture shaded solid.
See how you don't really, you see the color
information but you don't see the bump detail on this.
But when you go into VPR mode, it actually
shows like a rendered version of this model.
Okay, so that's a lot more fun than that ball.
So we will take this model and we will set it up now texture shaded solid.
So what I want to do is I want to create a
nice little space scene, nothing super fancy
because we just don't have time for it right
now because we're almost finished this tutorial for today but almost out of time.
But what I need to do is just like what they
do in Hollywood, they'll have your model,
you'll have your models and objects that will
be moving and then you usually will have like some sort of background prop.
Sometimes they use green screen and blue screen
stuff, or blue screen and green screen to
mix models and actors and stuff with a background image.
In this particular case, we actually have
our own virtual stage here so I can actually
put the background prop in behind and we don't
have to green screen or blue screen anything.
You can mix it or be mixing it right in here.
So all I'm going to do is take an image and apply it to a background plane.
So what I need to do first, actually let's go into, let's first save this out.
Let's go save scene as, and let's go back to scenes and I'm going to call this space
FighterFlying01.
So let's go into Modeler because I'm going to create a, it's actually thinking I want
to bring the starfighter over into Modeler for some reason, I'm not exactly sure why
it's here, and okay, let's give it what it wants for some reason it wants to, it seems
to want to load this up, I'm going to close this down, close object, okay, let's just
check to see if it did anything weird in layout, no, okay, everything's fine.
That's the one thing is if you have the model
selected it will load it through, oh, okay,
it loaded everything through but that's not what we want, we want to close that down.
If I select camera, I'm going to hit Modeler,
it still brings the model through so that's
the thing about the hub, you might say, well
I don't want this model in here, I want to
do something else, well, like I said, just close
it out and you'll be fine, just close the object.
So we want to build a background plane here right now and I'm going to bring up, click
N for numeric or the numeric button and actually
before we do that I need to get the measurements
of an image map that I'm going to be using, let's go image editor and you can see the
actual image maps from the Starfighter, this
is the normal map, that's the color map, if
you double click on them you can actually see them up large, okay, but I want to load
up, let's go under images, I want to load up my star field background and you can see
here it tells the size, 6,000 by 3,000 pixels,
so I want something that has the same kind
of dimensions, I'm not going to create a 6,000
meter by a 3,000 meter star field or a background
plate, I'm going to start off, I'm going to actually make it 60 by 30 just so that it's
not dwarfing my spaceship when I first bring
it in, but we can size this up to where we need it.
So let's hit N, okay, now I want something, actually I'm going to delete that out and
I'm going to create it from the side, let's go
box because that's the direction the spaceship
is facing, now I'm going to go over to height
and depth and the height was 3,000, so we're
only going to make this 30, the depth was 6,000 but we're only going to make this 60
and we'll just hit spacebar and we're going to go T for move, control, I'm just going
to put this in the middle here, okay, perfect.
So that's all I need right now for my background
plate, now under the surface editor, or sorry,
let's first save this out, let's save the
background plate and we'll call this objects
and we'll just call this star field background plate, perfect.
So you can actually apply this star field
image to the background plate either here in
modeler or in layout, so generally I usually
will do this, I will actually do this in layout
for most surfacing, I generally don't do my
surfacing in modeler unless there's a specific
work pipeline that I have to follow, usually
if I'm just trying to give something colors
to differentiate between something, so because
that's done, let's shoot this over to layout,
so let's go send object to layout, okay, so you can see right here that it has loaded
up our star field plate, we also have our star fighter, so we can select between the
two objects, if I rotate this, now you can see that it's, see notice that it's kind of
see-through right now, because once again I
said that if it's not double-sided, it isn't
clicked, if it's just a flat one thick, one polygon thick, it will not, there's really
no thickness so you don't actually see anything,
so what we're going to do is go to the surface
editor, under star field, let's rename it, I'll just call this background plate, and
we will, let's click on, move this over so you can see, let's click on double-sided,
okay, so you can see that now we can actually
see the actual surface, okay, but we're not
done yet, now what we need to do is apply that image to it, and now because we have
the proper dimensions, so let's go, and we're
going to use a planar map, okay, and it's
going to face down, oh so let's pick the image
first, load image, grab that map right there,
okay, now let's put it down the x-axis, and
let's click on auto-sizing, and actually I'm
going to, let's remove that for now, I just
want to show you how this works as it's coming
in, let's move this over here so you can watch
this happening on the fly, how I'm doing this,
so if you go under the color channel, and you click on T for texture, okay, we want
to put that color photo on top of this model
here, so I'm going to click on T, and the
layer type is set to image map, which is perfect,
projection type is planar, so it'll project
on a plane like this flat plane that we just
created, now if we click on image, right now
there's none, okay we can load the image directly,
okay, and now you see that there's just these
bars going across, so that's not very helpful
to us right now, the reason why is it's because
it's not being projected on the correct axis,
so we could try, you can try, a lot of times
people will just sort of click through these,
a lot of times you'll know what axis, I know
that it's on the X axis, but the problem is saying well I just clicked X, why is it not
working correctly, well because you need the
proper sizing for this, and you can see that
the scale is set to one meter by one meter by
one meter, if I click on auto sizing, you'll
see these numbers will automatically jump to
the correct setting to fit that background
plate image onto this plane, so let's click
auto sizing, you see how it just jumped, but
if I go to Y and see look what happens, you get these weird stretchy images, but X is
the correct plane for this, so from here you're
saying well we need a lot bigger image plane
for this spaceship to work, so we could either
shrink the spaceship down or we could make
this larger, I'm going to make this actually
larger, this object, so let's click use texture,
so that's working great, let's go under the modify tab and let's zoom back, let's pull
back a bit and let's go to a left view or
left or a fagonal view, so see where we have
move currently selected, let's go down to size, and with our left mouse we're going
to drag and we're going to make this a lot bigger, okay, and another thing I want to
do, let's go up to perspective, and you can see that the plane is cutting our spaceship
in half, so remember we have auto key check
marked, so this is recording what we're doing,
we have it on frame zero, so make sure you have it on frame zero otherwise we'll have
a problem because we want to set everything up on frame zero, let's go back to move and
grab the little red arrow widget and just sort of pull this back a bit and just away
from our spaceship, let's go back to, so I hope you can see the method to my madness
right here, so what's going to wind up happening
is with my camera I am going to position this
so that I can sort of follow the spaceship sort of flying along, now right now you're
seeing this ugly grid, okay, we can get rid of the grid if we want to, we can turn that
off but we don't really need to actually do
that right now, so you can see like grid type
and then it goes off and then now you can
see closer to what where I'm actually heading
with this, so I'll be taking this camera and
positioning it from the side and I'll sort
of follow the spaceship along so that we can
actually create this nifty little little animation,
so we can turn it back, I think it was set
at 80 for now, so with that being said let's
start the spaceship where we want to put it
to get for the beginning and let's grab that
little arrow, let's pull it back to about here and I'm going to switch back to that
left view and zoom back, now remember these move and zoom widgets, so let's pull this
back a little bit more here and so that's at frame 0 and at, okay let's make it a 120
frame animation, 120 frame animation, so that's
like 4 seconds or 120 divided by 30 is 4,
so that would be 4 seconds and at frame 120 will be over here, okay so let's just save
over top of that current file and let's go
back to perspective, okay so you can see the
camera is not where we need it, so this is our big expensive Hollywood dramatic set we
have here in the background, now if you want to
get these type of background images I believe
you can go on the NASA website and you can kind of download them and you have to kind
of look at the copyrights for them and things like
that, as far as I know you can't be distributing
these images, I can't even remember where I even got this from, I've had it for years,
so do not, I will not be distributing this
image or any other images from the NASA website
or any other websites, this is the kind of stuff you're going to have to kind of find
on your own, I probably will be giving out
the spaceship for free because it's actually
mine, but I don't distribute other people's models or distribute other people's images,
so sorry if you're upset that you wanted this
image I'm not going to give that out, so let's
go back to the camera view and so I'm going
to hit, so let's click the camera button and
let's go Y for rotate and let's find where we are here, let's zoom back and rotate and
rotate everything into position here, so now
you can see that we're coming in and out of
frame here, we also need to set our image
size of what we're going to, how we're going
to render this out, let's go 19 HD and let's,
now we're on frame 0, T for move and I'm going
to go Y for rotate, T for move and I want to make sure that I'm within the bars here,
let's go to VPR mode for a second and you can see here that this looks pretty cool,
now there's all sorts of other lighting information
and different things that we can do to this
to make this look even cooler but we're just
sort of, like I said we're starting with the
basics here, so that's what a render would look like right now, I mean you could add
stuff like engine lights and fire and all
sorts of stuff and you could, once again lasers
and but at some point we will get into all
of that but for now I might be showing a lot
of this stuff in a VFX series, I'm going to start soon and so let's go back to, so we
have our camera, once again it says auto key
create, we had to make sure that our spaceship
and our background prop are within frame and that
we're not seeing any of that grey background,
otherwise we'll give the dead, because we'll
kill the illusion if you actually can see
the outside of this background, where are we here, you can see how even though it's
black you can see the edge, we don't want to be able to see this edge, we just want
to be able to see stars in our image, so let's
go back to shade solid and go back to our
camera view, so now from here we want to go
to frame 90, so you can see that the spaceship
is flying away, what we want to do with our
camera is we want to move and kind of follow
it along the way, so I'm going to hit T for move and I'm going to follow this and I'm
just going to try to create a different position
and we want to make sure that everything is
in frame, Y for rotate, T for move, ok so let's follow this along and see if anything
goes out of frame along the way, oops, ok so it looks like everything is staying in
the frame, ok so let's save that and let's go into VPR mode, ok so that's cool, now
you can also notice that in solid shade texture
mode the background, the backdrop image doesn't
look as clear as the final render, you know there are some settings that you can change
for output if we want something a little bit
more higher res, ok so you can see over here
under GL under preferences, so if I hit the O
key and I go under GL, ok open GL, see where
it says open GL textures, if I turn that off
see how it kills all the textures on our object
and our background plate, if you change this
right now it's under 1K, if you bring this
up higher it will up the res of the background,
it took a little bit for it to kick in, so
it's a little cleaner, yeah so you can see that it's gone cleaner, let's go back to
256, see how it blurs it out, a little bit
more steeper progression, 512 the background
is a little clearer, so if you're running
out of memory or you're worried you're going
to run out of memory you can change these settings just for setup purposes because we
don't really have much going on I can get
away with having some higher settings but the
default was at 1K which was perfect for setting
things up but it's not really necessary just
to set something up like this unless you're
specifically looking for some sort of detail
in the background, you might want to try 2K or 4K if it's really that necessary but it
goes all the way up to 16K, 8K and 16K which
you probably won't use just for something
like this but the option is there, let's just
put it back to 1K and go back to VPR, so let's
save that and you can see as we scrub along
and the VPR update so it's like it's rendering
things like pixels at a time
and we're just kind of following this along,
now for fun let's make a preview and it's
already set for 120, click OK, now this will
actually take a little while for it to render
here see it's on frame 2, we'll see what kind
of resolution we're actually going to get
so what I'm going to do is I'm just going to pause our video and when it's rendered
we'll come back so we'll be back in a moment,
OK so now that our animation is rendered the
preview playback controls show up so let's press play and see what we got, OK so not
bad for preview, OK now generally if you want
something to look probably for a space kind
of scene you can kind of see the depth is a
little odd, you can kind of tell to a degree
that this is a background plate just by the
way the angle is going, a lot of times a lot
of these space images would be paced to more
like a sphere kind of object but I just wanted
to give you an idea of something a little bit more simple, now one of the reasons why
you're actually able to see the, you can tell
that it's more of a background plate is because
of the camera rotation that I use because I kind of I'm starting to rotate and you're
actually getting to look at things it's no longer perpendicular to the camera, if we
would have just stuck with a right square
dead on shot right from the side you wouldn't
notice the so much of a change in perspective
to the actual image but anyways I'm just hoping
that this actually gives you an idea of what you
can actually do, you know blending background
images with models just so that you don't
have to recreate an entire galaxy from scratch
or you don't have to create an entire background
from scratch you can you know like I said
you can use stock photos, you can use stock video and blend it with you know animations
with your models, there's lots of different things you can do but background plates are
very very popular because they don't take a long time to render like the images don't
like just using a background image plate whereas
if you build everything from scratch and you've
got you know hundreds of thousands of polygons
or millions of polygons then things can take
a lot longer to process in the computer so
this is actually like I said it's a now that
we have vpr it's a pretty cool before we couldn't
do like a preview like this in lightwave you
generally always had to render it out and then once again bring it into like an image
sequence and bring it out into Adobe Premiere
or After Effects or whatever other software
and and and then play it back from here so this is a sort of a quick way that you can
play it back right within lightwaves interface
and just get an idea of what it looks like
you can see it's a little pixelated on this is
playing back smooth on on my computer screen
but because you guys are viewing this at 10
frames per second because that's what I recorded
it at for the screen capture software it might
look a little jaggy at your end but anyways
I hope you guys learned lots once again we're
just scratching the surface here on what can
be done so until next time this is Adam Gibson
from learn3dsoftware.com and we'll see you again next time.
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.