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- A few people have asked for a reprint of this tutorial, so here it is . . .
-
- E-Z TANK TREADS -- IMPRESS YOUR FRIENDS
- by Andrew Hofman
- Animator, LumaQuest Productions
-
- Hasn't it been driving you nuts? Tank treads are really cool. At least I
- think so. But they're a big pain to do in LightWave, right? Wrong! This
- tutorial explains how to create treads with a minimum of fuss and almost no
- math, which is good since I am mathematically "challenged." It assumes a
- reasonable working knowledge of LightWave Modeler and Layout. These treads
- are not image-mapped, nor do they require lots of tedious object
- choregraphy. What's more, they are not bone-dependant, although bones can be
- used for aesthetic reasons if desired. The principles used here can be
- applied to other open and endless-loop style objects as well.
-
- Due to the limitations of printed text, the tread described here is cloned
- from nothing more than a simple rectangular box. These tread "links" are
- free-standing and not actually connected, but anyone with the skills to
- complete this tutorial can easily develop more sophisticated designs. The
- exact same principles apply.
-
- Before we begin, let me explain how this method works. Since tank treads
- follow a closed loop, rail cloning around a tread-shaped curve seemed a
- logical place to start. The problem was, how to create a proper morph target
- as well? To accomplish this, I exploited the fact that rail-cloned objects
- can have the same point order, even when the source object has been moved
- along the rail and re-cloned. To get proper wrapping of the links around
- both curved ends of the tread, it is important to have the master link
- centered precisely with respect to the curve's start point. This means
- moving the start point as well as the master link before creating the morph
- target. That is the key to the whole thing: Even moving the start point will
- still yield a valid morph target!
-
- For simplicity, I chose a tread design in which links would be spaced the
- same distance as they were wide (though this does not have to be the case).
- By shifting all the links counter-clockwise exactly twice their own width, I
- got the same effect as rotating a gear twice the angle of a single tooth. In
- other words, you don't need to rotate a gear through a full 360 degrees; you
- just rotate it a little and keep playing that in a seamless loop. Now let's
- get down to it.
-
-
- CREATING POINTS FOR THE CURVE:
-
- 1. Starting in Layer 1, create a disc. The settings are all default, except
- for the top, bottom and center: Sides = 16; Segments = 1; Top and Bottom =
- 0; Center = -2m on Z-axis; Radii = 500mm
-
- 2. Use Mirror to create a duplicate of this disc on the other side of the
- Y-axis. These two discs will form the ends of the tread.
-
- 3. Use Box / Numeric to create a box with the following dimensions:
-
- X = 0, 0
- Y = -500mm, 500mm
- Z = -1m, 1m
-
- 4. Create a single point at the following location: X= 0, Y= 500mm, Z = 0.
- Then create another point, identical to the first, except at Y= - 500mm.
-
-
- BUILDING THE CURVE:
-
- 5. Switch to Polygon selection mode to make sure no polys are hilighted,
- then switch back to Point selection Mode.
-
- 6. We're going for a hot dog-shaped curve here. Starting with the bottom
- dead center point at Z=0, select all the points one by one, in
- counter-clockwise fashion. Ignore the 7 inward-facing points on each disc.
-
- 7. With all the relevant points hilighted, use Tools / Curves / Make Closed.
- The resulting closed curve should look like a cross-section of a hot dog.
- The top and bottom horizontal segments will not be perfectly flat, but
- adequate for this tutorial. More points can be added later. (If you're using
- pre-release Alpha or some other crash-prone version of Modeler, I'd suggest
- saving the curve now as TreadCurve.lwo.)
-
- 8. In Polygon selection mode, the curve should be the only thing hilighted.
- Cut it and paste into Layer 2.
-
-
- CREATING THE MASTER LINK:
-
- 9. Go to Layer 3. Use Box / Numeric:
- X = -500mm, 500mm
- Y = -525mm, -475 mm
- Z = -50 mm, 50 mm
-
- This creates a box 100mm wide and 50mm tall, centered exactly on the tread
- path. It is also centered exactly over the start point of the curve. This is
- important! Without this, the links would not wrap correctly around the
- curved ends.
-
- 9. With this box as the only active Layer, make the curve a background
- Layer. Select Multiply / Rail Clone and set it for 56 Uniform Lengths,
- Oriented. This creates links that are spaced the same distance as they are
- wide (There will be a slight progressive error as they wrap around,
- amounting to approx. 1 mm when the final one is reached. If it bothers you,
- try shortening the curve later). This 100mm spacing is not the only option,
- and I would encourage trying others on your own. One side benefit, it allows
- pretty accurate measurement of the curve's circumference: 56 x 2 (for the
- empty spaces) x 100 mm per link = 11.2 meters. This would be great for
- measuring irregular curves!
-
- 10. You should now have a tread, with links wrapped smoothly around both
- ends of the curve. That is, each one should be at 90 degrees with respect to
- the curve's tangent at that point. If it looks good, save this object out as
- Tread1a.lwo, then hit Undo. This should leave you once again with a single
- tread.
-
-
- CREATING THE MORPH TARGET
-
- 11. Make both the link and the curve active Layers. Draw a volume box
- enclosing the link and the curve's start point, which should be right smack
- in the middle of the link. Move both of them exactly 200mm on the Z-axis
- (The animation will run "backwards" if you move them minus 200mm. It's your
- call).
-
- 12. Repeat the Rail Clone operation of Step 9. Note how the treads still
- wrap correctly around both ends. That is why you had to move the curve's
- start point. Save this object out as Tread1b.lwo.
-
- That concludes the modeling stage of this tutorial. Now enter Layout and
- load both objects.
-
-
- FIRE THAT BABY UP:
-
- 13. In the Objects Panel, make Tread1b 100% dissolved. Since it is a morph
- target, we do not need to see it. Its placement in the scene is not
- important either, so it can be left where it is.
-
- 14. Also in the Objects Panel, make Tread1a the Current Object. Select
- Tread1b as its morph target.
-
- 15. We need to create a morph envelope for Tread1a. Click on the "E"
- (envelope) button next to the Metamorph Amount box. Leaving the default key
- at Frame 0 alone, create a key at Frame 20. Give it a value of 100%. Also
- change the End Behavior to "Repeat."
-
-
- 16. Exit the Envelope and Objects panels, and position your Camera for a
- good view of Tread1a.
-
- 17. Make a wireframe preview, Last Frame = 20. Play this back in endless
- loop mode. See the cool tread rolling away? Now go invade Poland!
-
-
- EXTRA STUFF:
-
- Treads are heavy and they usually sag on top. While the initial curve in
- Modeler could be modified to include some sag, I don't recommend this. Using
- 1 or 2 Bones in Layout is a far more flexible approach, and is almost
- enjoyably easy (for bones). Try adding a couple to Tread1a. Give them a
- Limited Range of 1 and keep them in their default rotation, laying down on
- their sides. With a Limited Range, they will not affect the entire object
- and you won't need to mess with lock-down bones. Place them along the top of
- the object and position accordingly. If your vehicle design has a lot of
- idler wheels along the top, use several smaller bones pointed vertically to
- create sag in between them. You could also try 3 or 4 bones along the bottom
- of the treads, moving both them and the wheels to conform with bumpy terrain.
-
- I hope you enjoyed this tutorial, and that it proves useful to you in future
- animations. If you have any questions, don't be such a stranger! My email
- address is below.
-
-
-
- Andy Hofman
- LumaQuest Productions
- Animation and Dual Raptor 3 Rendering
- andyh@erinet.com
- 513-643-7333
-
-