Build a Better Starfield (Layout)

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Now that we have built the geometry for our starfield, we can start to add more realistic surfaces and set rendering options so that we can finally render our new starfield scene.

A lot of the techniques described here were initially suggested by Mojo of Foundation Imaging, so if you recognise some settings, that's where they're from.

Scientific Animations

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Recently I've been playing around with some of the newer features that have been added to Lightwave by Newtek. I started by importing a PDB structure of a basic antibody for IGA in blender, then exporting out to Lightwave's native format.

Next was adding in the bones to control the movement of the arms of the antibody so that they could be made to bend or rotate like the real structures (or as close to real as can be imagined since they are so small and move so fast). The basic bone structure was two simple bones going down each of the "arms" to provide it with shoulders and elbows along the narrow linkages. Other bones were built up the main body to keep it rigid against movement from the arm bones.

Babylon 5 Shuttle

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I've spent a little time over the last several years (wow, has it been close to a decade already) playing around with a piece of software, Lightwave 3D. I've done a few minor projects with it, such as a Dancing Antibody, and recently decided that maybe I should spend some more time learning. So, in an effort to learn more about 3D animation and Lightwave in specific I started to build up a model by following a tutorial I found online. It's taken me most of the last month of off and on work, but I was able to go through all 3 parts of the tutorial. While my poor laptop was able to handle the model itself, the graphics card, a Radeon Mobile 9000 IGP, the drivers apparently don't allow for me to see textures on the model in Layout except after rendering. I can live with that as I can see the effects of lights on the base model which is the critical thing to be able to see once texturing is finished.

The Temple of Elemental Evil

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Updated Dec. 6 It's been a while since I last had something to write. Part of that is because I've been busy in a few new games. One of those is a campaign that is taking us through a very old module for D&D, The Temple of Elemental Evil. We're not even halfway through the Temple and our party has already suffered major losses and replacements within the party. I've been taking advantage of the shear scope of this dungeon to slowly improve my minuscule Lightwave Modeling skills.

Dancing Antibody

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I've been playing around on occasion with 3D animation software, specifically Lightwave 3D for a bit of time, but haven't really spent the time needed to really learn to use the software and get good at it. So, I was playing around with it a bit over the last few months and created an amusing little test animation of an Antibody doing the Can-Can. It's basically three capsules merged at the joint (each one was positioned 120 degrees apart). I created the eyes with a globe and then boolean removed them from the "head" area so they are recessed in a nook designed for them. Bones were then extended from the center out into each capsule to create the knees and neck. The collar (which isn't very visible in this animation) was wrapped around the upper capsule and then spikes were cloned around it. I keep meaning to go back in and extend the length of the animation but haven't yet found the time to do so.