LightWave 3D [8] Review

Karen Raugust investigates how comic publishers are using new technology to market their products to new audiences.
Posted In | Magazines: VFXWorld

Basic modeling is also familiar and largely unchanged in LightWave [8], which is a very good thing. Modeling in LightWave has always been fast, intuitive and precise. Creating organic objects and characters is straightforward, as is the approach to subdivision surfaces; the easy to use SubPatch mode (or as most say, Tab mode, due to it being called by the Tab key). Unfortunately, subdivisions have not been upgraded in any way. Hopefully, in a future release NewTek will move beyond the current three or four-sided polygon limitation. One benefit of this limitation is that it forces model builders to construct their models carefully and follow good form. Layers are intact from previous versions. NewTek's implementation here is hardly as elegant as a Photoshop-style layers palette might be, but it gets the job done. Primitives take up the first section of the default Create Tab Buttons, which also includes Points, Polygons and Text. NewTek has also chosen to keep its alternate modes, allowing the user to globally work with points or polygons. This is somewhat limiting when compared to 3ds max, which allows the user to choose to work on points or polygons on a per object basis. However, I applaud NewTek's decision to remove the Volume selection mode from the main interface, as it was rarely useful (if there are any Volume mode fanatics out there, don't worry, the mode can still be accessed from a submenu). Text is handled well, allowing a large portion of the LightWave user community to continue flying their sparkling logos for news, sports and other flashy media. Numeric entry hasn't changed; architectural types will find adequate tools, although I suspect 3ds max users have an easier time with these kinds of projects. NewTek mentions new modeling tools in their press releases, but I didn't see anything significant.

Layout has received the most attention and it shows. The single most significant change may seem trivial at first but should not be underestimated. This change is the addition of multiple undos. Sounds kind of old fashioned doesn't it? Well, believe it or not, multiple undos have been missing from Layout all these years. Animators resorted to some ingenious workarounds but no more, layout now offers seemingly unlimited levels of undo. This essential addition comes with a curious warning. You have the option of either specifying any number of undos or checking a box for "Unlimited Undo," which calls up a stern warning, with a foreboding claim of system instability. However, when I set it to somewhere around one billion, I received no warning. This seems odd. Two peculiarities in one, but it is the first iteration of this function. As with much of LightWave, there's room to grow.

Surfacing is improved in LightWave [8], but not a great deal. The best new Surfacing feature is the ability to make global changes to surfaces in the dope sheet. This access is especially useful when coordinating an animated surface with the movement of an object or character. Imagine animating a bird flying over a school of fish, where the fish are merely a scrolling texture. Changes to the bird's flight path are now easily matched in the fish texture by making the changes all within the same dialog box. The two elements are separated by a tab, not an ideal setup, but still superior to 3ds max's daunting Track View.

The new dynamics system in LightWave [8] is quite nice. Hard, soft and cloth dynamics are all well handled and fairly easy to use. I was able to create a flag and animate it waving in the breeze in just a few minutes, with little instruction. Speaking of instruction, NewTek has also given LightWave users an online Help system, something once again surprisingly missing from previous versions. The online manual even saves users who elect to forego a printed manual a full $100. A nice savings considering this $100 might be better spent on one of the many tutorial books already available for LightWave [8]. In fact, as I write this, NewTek has just announced a special bundle that includes many of these books. More apps should follow NewTek's lead here. OK, back to dynamics; gravity, wind and collisions are also easy to setup and adjust; plus, the new dynamics system allows bones to interact with other dynamics. This is very cool and new to LightWave. Imagine a superhero flying, his cape flapping through the air, while he smashes through a brick wall that breaks into pieces. All of this is computed (fairly quickly too) when you use LightWave's dynamics; all the user has to animate is the flight path of the superhero. Another benefit of bone dynamics is rag doll effects. Thanks to the new bone dynamics, these can now easily be achieved in LightWave.







Comments


zIwQOu (not verified) | Mon, 08/29/2011 - 00:45 | Permalink
I found your review quite interesting. One thing worth mentioning, though. Compared to Max or Maya, Lightwave is indeed quite easy to learn for beginners. However, you don't seem to have any experience working with Maxon Cinema4D, which, in my training/teaching experience, is a doddle to learn compared to other 3D packages, including Lightwave. In my experience students who might be able to achieve a certain level in a week working with Max (let alone Maya) will be doing the same thing in Cinema4D in one, or at most, two days. What's your take on this? Kind regards, Herbert
herbert van (not verified) | Thu, 08/18/2005 - 00:00 | Permalink

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