A lot of LightWave motions are cycles, but not ones that regularly
repeat. The simple turning of a crank is a cycle (because it turns a
full circle and returns to its starting point). LightWave will let you
continuously repeat cycles, but in many cases (like the crank) the
cycle may not happen smoothly. The crank may turn quickly at first
and then slow down. You may turn the crank first one way then uncrank
it back to its original position.
In all of these cases LightWave's cycle controls don't help you;
your only option was to hand-keyframe the motion you wanted. This is
usually painful, especially if your cycle is something more complex
than turning a crank. How do you handle making the turning gears,
spinning flywheel, and reciprocating pistons of a steam engine? As it
slows and stops, do you really want to hand keyframe every aspect of
its motion? It could easily be thousands of keyframes to set!
The Link plugins, PhaseLink, DistLink, ThrottleLink, SpeedLink,
and AccelLink, solve this problem and many, many more. It can take
any motion (a walk cycle, a turning wheel, a gun firing, a drawbridge
raising) and allow you to define the base motion just once,
then quickly and easily control the entire complex behavior with just
one control.
You can specify the phase of the cycle. This might allow you
to raise and lower the drawbridge, including turning the gearing and
lowering the safety gates, by animating just one parameter from "up"
to "down". Another application may have a giant walking
robot with hydraulic pistons to move its arms. You may have hoses
spanning the elbow joint of the arm, and when the joint opens and
closes, the Link plugin can automatically make the hoses bend to
compensate.
You can animate the motion by a throttle setting. When your
steam engine is slowing down, you can just change one parameter slowly
with time, from fast to slow to stop.
You can link the motion to the speed or acceleration of a control.
You can set up the needle of a speedometer in a dashboard, and it will
automatically rotate to show the true speed of the object. You could
link the size of a rocket flame to be based on the acceleration
of a space fighter.
Finally, you can control the motion by distance traveled.
When a locomotive moves down its rails, the wheels turn based on that
motion. The Link plugins allow you to just animate the train- the
plugin will take care of spinning the wheels, and moving the tierods.
You can build a spider with articulated legs. By simply "driving"
the spider around, the legs will automatically pick themselves up and
move forward. You can even make each side of the spider animate at
different speeds or directions if it turns in a circle or in place.
It's difficult to try to list the enormous number of applications
the Link plugins allow you to do. If you make animations that feature
complex motions, you need these tools. If you don't make these kinds
of animations, these tools will allow you to start!
PhaseLink, shown below, is one of the familiy of five Link plugins!
This is just one of over 20 plugins in the James K. Polk
Plugin Collection!
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