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Amiga Format CD 31
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Amiga Format CD31 (1998-09-02)(Future Publishing)(GB)(Track 1 of 2)[!][issue 1998-10].iso
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lightwavereadme
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Lightwave
~~~~~~~~~This directory contains the basic objects used in the Desk Wars anim. If you change your
Lightwave contents directory to this one, then the included scenes should load alright. They should
also load if you move them to your usual contents directory, but with the correct path. The objects
included are:-
Objects/
Computer/ VDU.lwo requires MonitorBadge.bmp and Wb-scrn.jpg from Images/Computer
VDU-Base.lwo
VDU-Armed.lwo requires MonitorBadge.bmp and Wb-scrn.jpg from Images/Computer
VDU-LHGPort.lwo
Gun.lwo requires BlackWhite from Images/Real3dTextures
GunPlatform.lwo requires BlackWhite and Stripes.IFF from Images/Real3dTextures
DangerLabel.IFF, Sphere.jpg and SphereA.IFF from Images/Computer
Household/Furniture/ Desk.lwo
DeskDrw.lwo
DeskNoTopDrw.lwo
/Stationary/ Marker-Blue.lwo Blue version of MarkerEyesOpen.lwo
Marker-Green.lwo Green version of MarkerEyesOpen.lwo
Marker-Yellow.lwo Yellow version of MarkerEyesOpen.lwo
Marker.lwo Basic marker pen
MarkerExploded.lwo Exploded version of MarkerEyesOpen.lwo
MarkerEyesClosed.lwo Morph target for MarkerEyesOpen.lwo
MarkerEyesHalfOpen.lwo Morph target for MarkerEyesOpen.lwo
MarkerEyesOpen.lwo Marker pen character
MarkerSuprised.lwo Morph target for MarkerEyesOpen.lwo
PopupLead.lwo
PopupPencil.lwo
PopupPencilGRN.lwo
PopupPencilRED.lwo
All Marker models require Eyes.IFF, MarkerLabel.jpg and MarkerLabelAlpha.IFF from
Images/Household/Markers.
Some models have multiple texturing only available from LW 5.0 onwards.
Also included are three setup scenes:-
MarkerSetup.lws - This is MarkerEyesOpen parented to a null and boned. Althought not perfect, it
can bend over, move its arms and turn its head without to much distortion. The only problem with head
turning is that the eyes turn with the head at the top, but not at the bottom.
ExplodedMarker.lws - This is a slightly different setup to the one above using a modified model.
The eyes and cap of the marker have been moved out of range of the NECK bones and then boned in their
new position in Layout. Then, in frame 1, they are moved back into their normal positions.
This allows the cap to be moved up and down the Z axis, thus replacing the suprised Morph target.
The eyes now do not distort when the neck bends or turn. Further boning of the eyes should enable you
to replace the remaining morph targets.
The following is a list of bone effects for the two Marker setups:-
CHEST H= Side to side P= Forward/Backwards B= Turn
NECK(1) H= Side to side P= Forward/Backwards B= Turn
NECK(2) Fixed to keep shape of tip
NECK(3) Fixed to keep shape of tip
HEAD Move along Z axis to move cap up/down (stretches head/neck on non-exploded model)
WAIST H= Side to side P= Forward/Backwards B= Turn
FOOTANCHOR(1) Fixed to keep shape of base
FOOTANCHOR(2) Fixed to keep shape of base
COLLAR H= Up/Down P= Forward/Backwards B= Fixed
UPPERARM H= Up/Down P= Forward/Backwards B= Rotate
LOWERARM H= Fixed P= Forward/Backwards B= Fixed INACTIVE
WRIST H= Fixed P= Forward/Backwards B= Fixed
FINGERS(1) H= Fixed P= Forward/Backwards B= Fixed
FINGERS(2) H= Fixed P= Forward/Backwards B= Fixed
THUMB H= Up/Down P= Forward/Backwards B= Fixed
LOWARMACTIVE Fixed in all axis. Parented to LOWERARM to give better elbow bend.
EYEBONE Move along Y axis to do a "bug eyed" look. Add extra child bones to stretch the
front of each eyeball
VDU-Setup.lws - This scene parents the VDU to the base about its correct rotation point.
VDU-GunSetup.lws - This is the same as above but with the laser cannon from Desk Wars parented
and in place.
Trevor Taylor July 1998 tel. (01842) 764038