Load's a robots!!
 First off what we need is Lightwave 8.x and HD-Instance v1.6.4 get your update from here: http://www.happy-digital.com also you'll need to find a scene from your LW content CD called ApeRun52.lws as this is our starting point. You should be able to find this in the folder "Scenes\Robots\Apebot\".
And for modeler you might want to download "Random Select LSC" free from http://www.flay.com/GetDetail.cfm?ID=2029
My sample animation: http://www.nemesis-cgi.co.uk/MPG/robo3.mpg 4MB
Part 1, Setting up your Runner
When you first load the scene switch to Left view, by clicking the play button you can see this is a nice loop to start with, but the problem is there is no forward motion. So we'll have to create this. Turn up your grid type to 30x30 & grid square size to 2m, this is on your "Display Options" panel.
NOTE This scene is 30fps! I must stick to this through out the project, or you might end up with fractional frames that can be a big pain in the bum.
Add a null and call it "Foward_Motion", go to frame 0 and line it up with the tip of the toes, do the same for frame 30.
Using "Parent in place", found on the "Preference" panel; parent the object "motionObject" to "Foward_Motion"
Add a new null, call this one "Guide", scale it's Y about 11, so you can see it, and at frame 52 place it at the tip of the robots toe. Set this key at 0.
Now for the fun bit, select the "Foward_Motion" null and  at frame 52 move it to line up with the "Guide" null. Now go to frames 48, 45, 40 & 35 and line it up to the Guide here too. You might want to do the same for the frames when the hands make contact with the floor to, though in my sample I did not bother...
Open graph editor for "Foward_Motion", & set all the Z motion keys to Linear, also set Post Behaviour to "Offset Repeat".
Now with Graph Editor still open, open classic scene editor & select all objects for the Robot, but for the null "Foward_Motion", go back to Graph Editor and click on the Selection tab (Top left), and use "Get Layout Selected". Now select all the Channels & set their Post Behaviour to "Repeat".
 Now set the end frame to say 1000, and scrub through, you should now have a nice run cycle including it's Z motion. If not go back to Graph Editor and make sure you've set the Post Behaviours correctly for the robot.
 We want the robot to run on the spot for HD-Instance, since our Forward motion will come from the Instance control objects. So be for we can save this scene we need to go to frame 0 and un-parent the object "motionObject" from the "Foward_Motion" null. If you don't go to frame 0 you might end up with an unwanted keyframe if "Parent in place" is still turned on, in fact turn it off.
 Save this scene as "ApeRun52_loop-A.lws", now open scene editor classic, using "Shift Key Time for All Items...",  set the "Shift Frames by" to -25 and save this scene as "ApeRun52_loop-B.lws". At this point I should tell you this is a way of adding random motion feel to the final scene, so you could in fact create many offsets ranging from -45 to -15. I guess a good number depends on the scene, for this example we're only having two. If you want you could create more now, but keep the offsets negative as you don't want the robot standing still at the start. :0)


2. Of Landscapes & Robot tiles
 Now for the modelling part, first in a clean layer create a box with  Width 4.7km, Height 0m, Depth 8.1km, Centre X 0m, Y 0m, Z 2km, Axis Y & Segments set to X 32 & Z 60.
Hit the TAB key to make this a Sub-D object, & name the surface "Ground", as you guessed it, it's the ground.
In layer 6, create another box with  Width 20m, Height 0m, Depth 20m, Centre X 0m, Y 0m, Z 0m, Axis Y & Segments set to X 1 & Z 1. Surface this as "Robot_Tile-A", set the colour to RED.
In layer 7, create another box with  Width 1.96km, Height 0m, Depth 2.5km, Centre X 0m, Y 0m, Z 1.26km, Axis Y & Segments set to X 50 & Z 80.
Hit "k" to kill the polygons so you're left with around 4131 points, these are your robots!!
But first to remove the uniformed look, open the Jitter plug-in (Should be found under Modify, or the shortcut key is "Shift-J"),
Set the options to X 20m, Y 0m & Z 20m.   As you might have guessed some of the points are too close to each other so in order to correct that use "Merge Points", with the settings of  "Fixed", Distance 21m. It might be better to use a higher value of around 25m.
Go back to layer 6 with layer 7 as the background, and run the plug-in "Particle_clone", you should find this under the Multiply tab. This may take some time so go put the kettle on. :0) Don't make the coffee yet...
 Once this is done, run the plug-in "Random Select LSC", set this to "Polygon" at 50%, now you can go make a coffee as this plug-in can be a little slow. :0)
Cut the selected polygons & paste them in to layer 2, go back to layer 6 and cut and paste them to layer 3. Surface them as "Robot_Tile-B", set the colour to YELLOW.
 The new layers 2 & 3 we now have are the Instance control objects, it's these that we'll be moving over a bumped landscape later with robots stuck to each one.
You may as well delete layer 7 now as we don't need this any more. Save this object as "Crowded_floor", and send to Layout...
3. Run... there's a shed load of robots coming!!!
Okay this is really where the fun begins, before I was just lying to you. Make sure this scene is set to 30fps.
Select layer 1 of the "Crowded_floor" object, open the "Object Properties" set the Sub-D to first, render  level to 6 or higher, keep the display a 3 since we want to keep Layouts speed. Click on the deform tab & then click the T for Displacement Map and set up as image:
Note the fact the "World Coordinates" is turned on, this is very important as without it our robots will not be able to stay on the ground & our control tiles would not work when animated.
Before you close this panel copy the surface layer for the next step. Paste the surface layer to both displacement maps for layer 2 & 3 of the "Crowded_floor" object.
You should end up with all the objects looking like:
 Using "Load from scene" load "ApeRun52_loop-A.lws", do this for "ApeRun52_loop-B.lws" too.
 With "Parent in place" still turned on parent the object "Crowded_floor:Layer2" to "Foward_Motion(1)",  and "Crowded_floor:Layer2" to "Foward_Motion(2)", making sure you're at frame 0.
 Now when you scrub the scene you'll see the red & yellow polygons slide over the landscape following the contours of the landscape almost perfectly, if not then you've not turned on "World Coordinates" for the displacement maps.
 This is why we un-parented the Foward_Motion objects in part 1, because we want the robots to run on the spot, that is so they stay on their tile (red & yellow polygons). Otherwise they will just float off the floor. :o)
 It's time now to add HD-Instance!! But first turn on for both layers 2 & 3 "Unseen by Rays", "Unseen by camera" & turn off all shadow options for these objects.
Select "Crowded_floor:Layer2", open the properties panel an add HD-Instance open it and set "Emitter type" to Polygon, "Object to clone" to "motionObject(1)"
Do the same for "Crowded_floor:Layer3", but set "Object to clone" to "motionObject(2)".
Next step is adding random colours to your robot's surface using HD-Instance shader:
 Once you've created one Shader you can copy then paste it to other surfaces on the other objects, don't forget to save the objects after! In mine I've used two keys very close together to create the colour bands.
 One thing to note, HD-Instance will use the same random colour for any objects parented together & rendered in the same instance. Very cool feature!!
You'll need to add the HD-Instance volumetric plug-in, to do this open the Effects panel and click on the Volumetrics tab (ctr-F6), and then click on the "Add Volumetric"  and select "HD_Instance".

SAS Lite?? Yep you can add grass with SAS lite as HD Instance works just fine with this plug-in. You can also use XDOF though I'm sure this will not work with SAS Lite.

4. Lighting!
 Someone commented that the shadows on my demo looked like another fancy plug-in, but no it's just an area-light.
I placed my light at X -408m, Y 550m, Z 14.4m. H 64.8, P 57.3, B 0 & scaled it X 800, Y 800, Z 800. Quality was set to 4 & the RGB is set to R 255, G 237, B 196. I also turned on "Shading Noise Reduction".
 Due to a limitation in LW you can't use Shadow mapped lights, they will have to be raytraced. Along with the fact you can't cast god-rays with volumetric lights & HD instance or Hyper Voxels either. Hopefully this will be fixed someday...
Coming Soon...  http://www.nemesis-cgi.co.uk/MPG/robo-bend.mpg
Take care now,
Shaun Lee Bishop.
Any problems, or glaring mistakes please email me at ShaunBishop@BTConnect.com
free web counters
Best Buy Coupon Codes