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Animation Tools:
General Controls:
* Support fractional frames at make key for IK Booster * Update Bake-able Match Goal Orientation for IK Booster * Tool for moving an object on or by an offset distance across the surface of a target mesh. * A new rotation controller offers quaternion rotations to minimize gimbal lock. * Tool which modifies a channel based on closest distance between an object and a mesh or other items. * LightWave's Align to Path command now offers a robust new align-to-path algorithm, unaffected by very slow or no motion. The original Align to Path is still available, and is now renamed to more accurately describe its function, "Align to Velocity." * Squash and stretch tool * Motify: Replacement Delete key option. It includes more advanced features, including clearing motions, deleting ranges of keys and deleting keys within a threshold * Hybrid Inverse/Forward Kinematics engine improving on the industry's most flexible IK system available today * Free-form and locked IK goals * Separate animated channels * Animatable UV coordinates
Particle FX & Dynamics Systems:
* Faster Loading of Dynamics Scene Files * Better Workflow with Access to Dynamics in the Scene Editor * Improved Solving Precision * More accurate representation of wind vector fields in Layout * Animation Paths for Winds * FXDynamic-Linker links objects to particles with smart routines that reduce memory requirements * Particles have a new operation control -- random rotation and scale. This is also passed on to HyperVoxels, as noted above. * Added a "Save All Selected Motions" option * Soft body dynamics for cloth, hair and other simulations * Preset cloth settings for quick application of various "materials" such as rubber, silk, cotton, etc. * Integrated particle system for explosions, fire and smoke, using wind, gravity and collision effectors * Simple fluid dynamics and crowd simulation with new interparticle collision calculations * Particle spawning from parent emitters allows a single particle to become a complex emitter * Collision spawning allows collision events to create new particles with independent attributes * Effects grouping allows users to isolate particular wind, gravity, collisions and emitters to affect or disregard each other * Change Group mode for collisions will force particles into a new Effects Group after collision * Nozzle types (cone, surface, line) * Texturing of wind power, particle velocity and wind direction * Particles are generated with such properties as size, weight, resistance, lifetime, vibration and adherence to the motion of the parent item * Wind types include: direction, explosion, rotation, cylinder-explosion, doughnut, turbulence, vortex, path, sticky, random, hemisphere and drag * Collision detection with primitives or polygonal and subdivision surface LightWave objects * Object and scene linking to particles - attach items or complete hierarchies to particles. Perfect for flocking and swarming actions * Textured and enveloped birth rate for particles, with emission from pre-defined shapes, object vertices, normals and textures * Rigid Body Dynamics * Improved Soft Body Dynamics * Improved Cloth Dynamics * Bone Dynamics work similar to the other dynamic tools in LightWave 3D v9, but are applied to bones instead of geometry. * Improved Particle System Tools
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