|
|
Apply the LBrush Modifier |
|
Select a Mesh
object or objects that can be converted to 'Editable
Mesh' and apply the LBrush modifier.
Note: The topology of base
object should not be modified after LBrush was applied.
|
|
Tools |
Activating
the Sculpt Mode
Edit
Mesh/Done' button activates or
finishes sculpting mode. Once sculpting mode
is activated the animation evaluation is
turned off until it is deactivated using the same button.
LipService/LBrush Tools can
be divided into 3 groups:
1.
Sculpt Tools.
 |
LipService/LBrush currently has
six sculpt tools. Tools of this group use a
spherical cursor.
Sculpt tools use a static selection,
meaning they affect only the vertices that were
within reach when you first clicked down. |
|
2.
Brush Tools.
 |
There are nine brush tools. Push
and Pull tools are using planar
icons facing the surface normal. Tools of this group constantly
check for vertices which are within current reach.. |
|
3.
Selection Tools.
 |
This tool is very similar with
Face sub-object selection tool. Some other other
tools allow you to manipulate the selection sets.
|
|
Note: You should not
afraid that some of you animation will be
affected when you perform some sculpting, since you are not sculpting on any particular phoneme until you store the workspace into one.
But you will need to remember to do that before exiting. This is done using the triangles at the bottom of a phoneme cell, left moves the phoneme's shape into the work area, right moves the work area's shape into the phoneme cell. Also at any point you can get the workspace back to the original model by hitting the left arrow on the 'neutral' cell.
Sculpt Tools

 |
'Sculpt Tool' -
if this button is pressed, the sculpt brush icon
will appear in the viewports, 'Sculpt Tools'
and 'Brush Tools' UI group will be enabled. To perform
some sculpting move the brush icon to model, press mouse left
button and perform drag.
|
(CTRL + B)
to activate this mode. |
LBrush Sculpt
Tools affect the vertices that are within
reach of the brush when the left mouse
button was pressed (stroke was started)
The vertices will be
transformed according which of the following tools
(Translate, Rotate, Inflate, Smooth,
Sharpen, Blend) are active
LBrush currently
has six Sculpt Tools that appear in Tool
Palette when 'Sculpt Tool' button is pressed:
1. Translate Tool.
 |
This
tool is selected by default. Use
it to move the mesh vertices
relative to the view. |
(CTRL + T) |
2. Rotate Tool.
 |
Rotates the vertices around the
viewing direction. (when you the
drag the mouse right vertices
are rotated clockwise and rotate
counterclockwise when drag left)
|
(CTRL + R) |
3. Inflate Tool.
 |
Moves the vertices in vertex
normal direction. Dragging the
mouse right is inflates out the
surface, dragging left restores
to original shape cached on
mouse button down. |
(CTRL + I) |
4. Smooth Tool.
 |
Smoothes the surface. Dragging
mouse right makes surface more
smooth, dragging left restores
to original shape original shape
cached on mouse button down. You
can adjust the strength of this
tool changing the
value of 'Number of Smooth
Iterations' spinner. |
(CTRL + O) |
5. Sharpen Tool.
 |
Sharpens the surface. Dragging
mouse right makes surface more
sharp, dragging left restores to
original shape original shape
cached on mouse button down. You
can adjust the strength of this
tool changing the
value of 'Number of Sharpen
Iterations' spinner
|
(CTRL + P) |
6. Blend Tool.
 |
Mixes your mesh with some other
target when dragging mouse
right, dragging left restores
the original shape cached on
mouse button down. The 'NEUTRAL'
is selected as blend target by
default you can pick any other
target from the 'Blend Layer'
drop down below in 'Common
Properties' group. |
(CTRL + L) |
'Tool Size'
slider defines the size of Tool brush relatively
to viewport. So for example size of 0.3
makes the brush makes the brush occupies 0.3
of width your mouse cursor is moving in.
'Use Soft
Falloff' the strength are adjusted
due to the distance of the vertices to
the center of brush icon. You can adjust
this settings via
'Soft Falloff'
rollout.
[ 'Sculpt tools move' ]
|
Brush Tools

 |
This group of
tools perform constant check for the
vertices within current brush reach during
stroke and modify these one. LBrush
currently has eight Brush (Paint) Tools.
|
|
'Affect Geometry' if 'On'
tools will deform geometry during
strokes.
'Affect Vertex Color'
if 'On'
tools will modify the vertex color
channel of the object. For details see 'Vert-Color/Stencil'
for details.
Note:
Tools can affect geometry and vertex
color at once of both options are 'On'
- however these are constrained in
such way that at least one of them
must be 'On'
'Affect
Geometry/Vertex Color' covers not only
tools but work with Phoneme Targets as
well. For example if 'Affect Geometry'
is 'Off' and ''Affect Vertex Color' is
'On' only vertex color channel will be
loaded to/from Target when pressing it's
Right/Left arrow.
1. Pull Tool.
 |
This
tool is selected by default.
Geometry: shifts the vertices in
the direction of the normal if 'along normal' is selected and in the direction of the camera if 'along view dir' is selected
Vertex Color:
paints stroke with color
specified in 'Paint Color'
swatch of 'Vert-Color/Stencil'
rollout. |
(CTRL + U) |
2. Push Tool.
 |
Geometry: shifts the vertices in the opposite direction as pull.
Vertex Color:
(same as 'Pull' tool) |
(CTRL + H) |
Two options can
be used with Push/Pull tools:
Push/Pull direction
drop down with three possible options: 'Along View Direction' choice makes
vertices are Pushed/Pulled along the direction
from eye to brush center. 'Along Vertex Normals"
makes vertices are
Pushed/Pulled along vertex normals. 'Along Averaged Normals"
averages the normals of all the vertices
that get into brush and use that vector as
Push/Pull direction. It produces more
smooth effect than 'Along Vertex Normals'.
'Accumulation' checkbox:
Turning this option 'Off' will limit the distance vertices can be
Pushed/Pulled during one stroke. So if you drag
the mouse multiple times over the same place, after
some drags vertices will not move any
more.
'On' makes vertices free to be Pushed/Pulled
more and more when the same place is painted
during a continuous stroke.
|
Geometry - On
Vertex Color - Off |
Off
On |
On
On |
 |
 |
 |
|
4
segment GeoSpehre, 5 subdivision
levels |
3. Pinch Tool.
 |
Geometry:
Shifts the vertices that are inside the brush when stroke is
performed toward the brush
center.
Vertex Color:
paints stroke with color
specified in 'Paint Color'
swatch of 'Vert-Color/Stencil'
rollout (same as 'Pull' tool) |
(CTRL + N) |
4. Stretch Tool.
 |
Geometry:
Shifts the vertices that are inside the brush when stroke is
performed outward the brush
center.
Vertex Color:
paints stroke with color
specified in 'Paint Color'
swatch of 'Vert-Color/Stencil'
rollout (same as 'Pull' tool) |
(CTRL + E) |
5. Smudge Tool.
 |
Geometry: Partially drags the vertices in
the direction of the brush
when stroke is performed.
Vertex Color: (same as 'Pull' tool) |
(CTRL + G) |
|
Pinch |
Stretch |
Smudge |
 |
 |
 |
|
11
segment GeoSpehre, no
subdivisions |
6. Smooth Tool.
 |
Geometry:
Smooths the part of surface
that the brush touches
Vertex Color:
Blurs vertex colors on the parts of the surface that the brush touches.
Increase the value of
'Number of Smooth Iterations'
spinner to make smoothing effect
broader |
(CTRL + M) |
7. Sharpen Tool.
 |
Geometry:
Sharpens the part of surface
inside the brush during
the stoke.
Vertex Color:
Sharpens color of vertices inside the brush.
Increase the value of
'Number of Sharpen
Iterations' spinner to make
sharpening effect stronger. |
(CTRL + A) |
|
Smooth |
Sharpen |
 |
 |
|
4
segment GeoSpehre, 5 subdivision
levels |
8. Blend Tool.
 |
Geometry: Works in the same way as
Sculpt Blend Tool but
affects the vertices in the brush when stroke is
performed.
Vertex Color:
Blends with vertex color channel
of specified target if present.
Otherwise it blends with the 'input'
vertex color via the object pipeline. |
(CTRL + D) |
9. Flatten Tool.
 |
Geometry: Flattens the surface of object
orthogonally to view direction.
Vertex Color: Averages
the color of vertices get into
brush. |
(CTRL + ...) |

Note: There is also group of alternative
shortcuts that are inactive in Selection Mode.
See appendix.
'Tool Size'
slider defines the size of Tool brush relatively
to viewport. So for example size of 0.3
makes the brush makes the brush occupies 0.3
of width your mouse cursor is moving in.
'Tool Strength'
defines the
brush influence on the vertices that
are inside the cursor.
Note: 'Tool
Size' and 'Tool Strength' are set for each
tool individually. So when you switch tools, brush size
and strength are set to corresponding
values.
'Use
Soft Falloff' the influence strengths are
adjusted due to the distance of the vertices
to the center of brush icon. You can
adjust this settings via
'Soft
Falloff' rollout.
'Use
Patterns' the strength of the
tool will be affected by selected
pattern in 'Patterns' rollout only if
this checkbox is On as well
[ 'Brush tools movie' ]
Note: Sculpt and Brush
actions also can be performed via sculpt
quad menu. Right click the object to see it.
If you brush is selected hold SHIFT when
clicking to prevent canceling the Brush
Mode.
|
Tools' Common
Properties
'Blend
Layer' dropdown. The names of
phoneme targets of node is sculpted
are listed here (Standard and Extra
as well). The selected target is
used by Sculpt
Blend and
Paint
Blend tools to blend the current
shape with.
Symmetry'
radio buttons
'X', 'Y', 'Z'
makes the
action of all the tools symmetrical
to corresponding planes in
object space;
'None' is default option -
turns the symmetry off.
'Show
Falloff' displays the markers
for selected vertices colored due to
falloff applied by brush.
|
|
Vertex Color and
Stencil
|
 |
Paint
Color' swatch defines used for paint by Brush
Tools (Push, Pull, Pinch, Stretch, Smudge).
'Clear'
button clears vertex color channel.
'Flood Fill' sets color
specified by 'Paint Color' swatch in
all the vertices.
'Tool
Strength' slider defines
strengths of Brush Tools (Push,
Pull, Pinch, Stretch, Smudge)
affecting color.
'Import Map' used to Texture directly to
the vertex color channel. After pressing
this button 'Import Texture' a dialog
will pop up where you can specify
import options and select Texture:
'UV Channel' drop down to
specify mapping channel used for
texture rendering. All mapping
channels present in object
LipService modifier is applied
to.
'Texture' button opens
Material/Map Browser where you
can select texture to import.
 |
Stencil group
allows to use vertex color intensively as
weight multiplier for sculpting geometry by
Sculpt and Brush Tools.
'Treat as
Stencil' checkbox turns On/Off using
vertex color as stencil.
'Invert
Stencil' checkbox inverts stencil weight
values.
Note: Stencil
Group is enabled for Sculpt Tools and only
for 'Affect Geometry Mode' of Brush Tools.
'No Shading'
if checked on 'flat' shading is used and color is displayed at 100% the recorded value.
Note: Shading
can be turned off if only 'Affect Vertex
Color Mode' of Brush Tools is active. This can be useful when you want to see your raw texture.
|
Vertex Color |
'Treat as Stencil' - On |
'Invert Stencil' - On |
'No
Shading' - On |
 |
 |
 |
 |
|
140
segment GeoSpehre, no
subdivisions |
|
|
|
Selection
Tool and Selection
Masks
|

 |
Selection
Tool - you can sculpt whole
object or select some part and
sculpt the selection only. |
(CTRL + S to activate this mode) |
If items in the
list are selected - some corresponding faces
of object will become selected.
The main
difference with the 3ds Max standard is that
LBrush allows you to have multiple
activate selection sets at the same time.
You can SHIFT + click to activate
multiple selection masks or ALT + click
selected to deactivate one of active masks.
There are also some additional selection tools and visibility options here that are not available in max.
1. New Selection
Mask Tool.
 |
Creates new selection mask from
selected faces
|
(CTRL + SHIFT + N) |
2. Delete
Selection Mask Tool.
 |
Deletes the selected mask in
the list |
(CTRL + SHIFT +
D) |
3. Rename
Selection Mask Tool.
 |
Renames selected selection mask |
(CTRL + SHIFT +
E). |
4. Update
Selection Mask Tool.
 |
Updates active selection mask
from current face selection |
(CTRL + SHIFT +
U) |
5. Expand
Selection Tool.
 |
Expands the selection to
neighboring faces |
(CTRL + SHIFT +
A) |
6. Reduce
Selection Tool.
 |
Reduces the selection |
(CTRL
+ SHIFT + Q) |
7. Hide
Selection Tool.
 |
Hides all currently selected
faces |
(CTRL
+ SHIFT + H) |
8. Show Hidden
Tool.
 |
Makes all hidden faces visible |
(CTRL + SHIFT +
W) |
'Ignore
Backface'
checkbox - back facing faces are ignored
when selecting if this box is checked on
(CTRL + SHIFT + F to toggle on/off)
[Selection Demo Movie]
|
|
Sub-Divisions |

LipService 3 handles
sub-divisions of entire mesh for geometry, vertex color
channel and mapping channels.
'Levels' group
contains UI used for adding, deleting and navigating
subdivision levels.
'Levels List'
displays all sub-division levels that were added to
object. Level 0 corresponds to original mesh resolution. The number
of faces and vertices are displayed for each
sub-division level. You can navigate sub-division levels
selecting corresponding items in the list or using
the PAGE_UP/PAGE_DOWN hotkeys. The selected subdivision level is
displayed in viewport and all the Sculpt Tools and Brush
are working with this one.
Note: If you sculpted some
'lower' level and then switch to some other add
dependent 'high' levels will be updated, there will be a progress bar while this update occurs.
'Subdivide'
button
subdivides top sub-division level and appends it to
list. Sub-division level added to empty Phoneme Targets
or Performance Groups as well.
'Delete Top Level'
deletes thetop sub-division level in object and Targets if
present. Level 0 can not be deleted.
Note: Iso-faces are
displayed in 'Wire Fame' or 'Edged Faces' display mode when sub-division levels added.
|
Level 0 |
Level 3 |
Level 6 |
 |
 |
 |
|
Faces: 20 Verts: 12 |
Faces: 1280 Verts: 642 |
Faces: 81920 Verts: 40962 |
|
1
segment GeoSpehre, 'Smooth Geom'
- On |
Subdivision Options used
when creating sub-divisions:
'Smooth Geom' If 'On'
mesh is smoothed after sub-division level is added.
Default is 'On'
'Smooth Color' If
'On' vertex color is smoothed after sub-division level
is added. Default is 'Off'.
|
Level 0 |
Level 3 |
Level 6 |
 |
 |
 |
|
Faces: 20 Verts: 12 |
Faces: 1280 Verts: 642 |
Faces: 81920 Verts: 40962 |
|
1
segment GeoSpehre, 'Smooth Geom'
- Off |
'Skip Open Edges' -
smoothing option. If is 'On' (default) open edges are
not smoothed.
|
Original |
Skip Open Edges' - On |
'Skip Open Edges' - Off |
 |
 |
 |
|
Faces: 106 Verts: 56 |
Level: 5 Faces: 108544 Verts:
54337 |
|
2
segment Box with deleted faces, 'Smooth Geom'
- On |
Rendering and Viewport
appearance options:
'Viewport Levels'
spinner defines which sub-division level should appear
in the viewport out of 'Edit Mesh' mode (in max). The default value is 0
(no sub-division displayed) to optimize animation
performance. For rendering all existing sub-division
levels are used.
'Keep Smoothing Groups'
checkbox. If is 'On' sub-divisions inherit smoothing
groups of original object for render normals
computation. Default is 'Off'.
|
'Keep Smoothing Groups' - On |
'Keep Smoothing Groups' - Off |
|
 |
 |
|
3
segment Box, 3 subdivision
levels |
|
|
Soft Falloff
Parameters
|
 |
LBrush has
separate Soft Falloff settings for
Sculpt and
Brush Tools. So
if you switch to from Sculpt to Brush tools
correspondent Soft Falloff parameters are
applied.
- 'Use
Curve' checkbox. If turned 'On' the
the falloff defined by curve is used,
otherwise bicubic falloff applied.
- 'Max'
slider defines strength in the center of
brush. 'Min' slider defines
strength at the edge of brush.
|
Max = 1.0 Min = 0.0 |
Max = 0.0 Min = 1.0 |
 |
 |
-
'High' and 'Low' spinners
define the shape of curve. Greater
'High' values produce more peaky curve
at the center, while greater 'Low'
values rice up the curve at the edges.
|
High = 0.0 Low = 1.0 |
High = 1.0 Low = 0.0 |
 |
 |
|
|
|
|
Brush Patterns |
 |
|
The pattern
you select adjusts the strength of Brush Tool.
As you would expect, darker areas of pattern produce stronger
influence on vertices then lighter areas.
Note:
patterns is used only with Brush Tools
(Push, Pull, Pinch, Stretch, Paint Smooth,
Paint Sharpen, Paint Blend, Smudge)
To use a pattern, activate a tool, set the checkbox 'Use
Patterns' on ( 'Sculpt' rollout, 'Brush
Tools' group) and activate the desired pattern
by clicking its swatch. The active pattern will
be highlighted with green. And then perform
brush strokes.
Use Patterns'
checkbox of 'Sculpt' rollup may be used in
combinations with 'Soft Falloff' and
'Accumulate' checkboxes.
There are the
strokes performed by Push Tool with default
patterns Spot, Star, Dots and Mark on the
picture.
|
'Accumulate
- On, Soft Falloff' - On |
'Accumulate
- Off, Soft Falloff' - Off |
 |
 |
|
200x200
segment Plane, Push Tool |
Six default
patterns are provided within LBrush package,
they are loaded automatically when LBrush
Modifier is applied to some object. You can
load some own pattern from a texture
(textures that are using UV mapping like
'Bitmap', 'Checker' are supported now. For
it press the button with name label under
corresponding pattern. |
Patterns can be
used in 'Affect Vertex Color' mode. In this
case color from pattern will be used for
painting for alpha is used alpha channel of
image or 1.0 if it dose not exist. Also in 'Affect Geometry' and
'Affect Vertex Color' modes at once.
|
'..Color' - On,
'..Geometry' - Off |
'..Color' - On,
'..Geometry' - On |
 |
 |
|
200x200
segment Plane |
'Align to Motion'
checkbox makes pattern rotate in the
direction the brush moving.
'Chain Stamps'
is usually used with 'Align to Motion'- this is useful for repeating patterns along a path end to end.
|
'Align to
Motion' - On |
'Chain
Stamps' - On |
 |
 |
|
200x200
segment Plane |
|
'Projective'
checkbox. Patterns can be used in 'Normal' and
'Projective' mode. In 'Normal' mode mode patterns are
projected on object surface from the brush plane. In
'Projective' mode pattern image is projected onto
object surface from viewport.
'Show Background' checkbox
can be used in 'Projective' patterns mode. Projected pattern bitmap is displayed on a
background.
In the pictures below - strokes are performed by the 'Pull' Tool in
'Projective' patterns mode, 'Brick' texture is used
as pattern, 'Show Background' - On
|
'..Color' - Off, '..Geometry' - On |
'..Color' - On, '..Geometry' -
Off |
'..Color' - On, '..Geometry' - On |
 |
 |
 |
|
160
segment GeoSphere, Faces: 51200,
Verts: 25600, no sub-divisions |
'Tile U, V' used
for tiling patterns in 'Projective' mode. Default
values are 1.
|
Tile
U = 1, V = 1 |
Tile
U = 3, V = 3 |
 |
 |
|
160
segment GeoSphere, Faces: 51200,
Verts: 25600, no sub-divisions |
'Set Offset'
button can be used in 'Projective' mode to define
a offset for sampling the texture much like Photoshop's clone brush. Press that button
to activate the 'Set Offset' mode and move brush
icon to 'source' location over the background. Click to store that location and then move brush to
'destination' location on the object and click once
more to store that location. After you've done 'Set
Offset' 2 brush icons ('source'
and 'destination') will appear in viewport. Make
strokes to clone background color from 'source' to
'destination' (to see the background turn on 'show texture in background' checkbox).
'Offset U, V'
spinners can be used to define offset without using
the 'Set Offset' button or adjust offset already
defined.
On the picture strokes performed by Pull Tool in
'Projective' patterns mode within and without offset, 'MicroWave' texture is used
as pattern
|
No
Offset |
Offset (-0.4; 0.4) |
 |
 |
|
160
segment GeoSphere, Faces: 51200,
Verts: 25600, no sub-divisions |
Pattern Tools
1.Add Pattern
 |
Appends new empty pattern to
'Patterns' rollout |
|
2.Delete Pattern
 |
To
delete pattern press 'Delete
Pattern' tool button and then
click the swatch of the pattern
you want to delete. |
|
3.Rename Pattern
 |
Press 'Rename Pattern' tool
button and then click the swatch
of pattern you want to rename. |
|
4.Render Z-Depth
to Pattern
 |
Renders Z-Depth of actual sculpt
an loads it specified pattern.
Press 'Render Z-Depth' tool
button and then click the swatch
of pattern you want to store the
result of rendering. |
 |
5.Reload Patterns
 |
Reloads patterns from external
images. Use it after you
modified your pattern bitmaps. |
|
|
|
Phoneme targets |
|
 |
The 'Phonemes'
rollout contains five tools and 18 default phoneme
target cells. 17 are correspond to common phoneme shapes plus the 'NEUTRAL' state. These targets are initially
set
to the unmodified NEUTRAL state of model.
Some valid targets should be assigned to each cell. Cells have two triangular (arrow) 'buttons' . The
Right arrow is used to save the current workspace model
modification to the cell. The left one loads the
target into the workspace for sculpting and is enabled only when
sculpt mode is activated.
So three main
operations can be performed with each phoneme target:
1) Assign
(Pick) a target.
Load the sculpted
object from work area to swatch using the '
> ' (right arrow) button.
You can
sculpt the object using some of the
Sculpt or Brush Tools and then save to
any cell by hitting the '>' (right
arrow) of the cell.
The
exception is the NEUTRAL target. The
evaluation of any other target's shape
is dependent on how geometry was loaded
to this swatch. When you press NEUTRAL's
' > ' you will be prompted to make a
decision:

If you
want to make the nose of your character
bigger, for example, there is no need to
change all the phoneme targets. Just
load load the NEUTRAL to work area '<',
make it's nose bigger, save it back to
neutral '>' and chose 'Yes' in the 'Offset
All Targets' dialog. However, if you
really just wanted to change the neutral
object without affecting any other
objects hit 'No'.
2) Edit a
target. Load the target from swatch to
work area using the ' < ' (left arrow)
button.
You can easy
modify your phoneme targets or create
new ones taking the existing as the
base. You're working on a copy of the
target, not the target itself - so when
you want to store it back in the target,
you must hit '>'.
Note: ' < ' buttons can be used only if
some LBrush Tools are active.
basic workflow for
creating/editing phoneme targets :
- Press
'Start Sculpting' button to init the
sculpting mode
- Click
left arrow of the swatch you want to
modify - this copies the model from the cell to the work area, you are not actually working on that cell.
- Sculpt
using the brush and sculpt tools
- Click
right arrow of the swatch to copy the
result back to the cell.
- Release
the 'Finish Sculpting' button.
You can
create targets based on some other
ones you have already created. For example you can
press left arrow of 'TT' swatch, sculpt a
bit and load it to 'TH' swatch by pressing
its right arrow.
Note: you can
use the 'lock' button at the top of the rollout to protect your
targets from inadvertent modification. It is on by default, you must turn it off.
[
'Phoneme picking movie' ]
|
3) Animate a Target.
Create animation keys for any of phoneme targets
Click the phoneme
cell's picture area itself - the keyframe will be
created for this target at current time. LipService hits the target, so you don't need
to over model. See more about
animation of Phonemes in
Animation Overview.
Note: Animation is
not evaluated if LBrush Tools are active. When you
create phoneme key a LBrush Tool is active, it will
be de-activated when you click the target. You will
be able to preview/play your animation.
LipService
3 can load and as targets and animate not only geometry
but vertex color as well. Loading geometry and vertex
color channel to/from targets is performed due to
'Affect Geometry' and 'Affect Vertex Color' checkboxes
states. If only 'Affect Geometry' is on only geometry
data will be loaded to/from target, if only 'Affect
Vertex Color' is on only color will be loaded from/to
target and geometry will be unchanged. You can load
geometry and vertex color both at once having these 2
checkboxes checked 'On'.
Phoneme Tools
LBrush has the
set of tools for managing the Phoneme
Targets:
1. Add Target Tool.
 |
Initially LBrush has 18 Standard
Phoneme Targets. Extra Targets can be added by this
tool, these will be appended to the end of rollout under the
'Extra Targets' title and will
have orange labels. Some
standard name EXT_1, EXT_2 ... will be assigned by default.
. The usage of Extra Targets are the same as
for regular Targets. |
|
2. Delete
Target Tool.
 |
You can delete Extra Targets using this
tool. Standard ones can not be deleted, however they can be cleared - just grab the neutral shape ('<') and store ('>') it over the current shape. A neutral cell takes no memory to store.
To delete an 'Extra' target :
- Press the Delete Target tool button.
- Click the swatch of extra target you
want to delete.
|
|
3. Rename Target Tool.
 |
You can rename any of Phoneme Targets
(Standard of Extra), to do it:
- Press the Rename Target tool button.
- Click the swatch of the target you
want to rename.
- Enter new name in dialog will pop up.
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4. Import Target Tool.
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Used to import some other
mesh object from the scene into swatch. You can import
any mesh that has the same topology as object LBrush
applied to. You should perform the next steps:
-
Press
'Import Target' tool
-
Click
the swatch you want import
-
Pick an object to import
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5. Export Target Tool.
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Press it and then click the
swatch you want to export. Some
new Editable Mesh object/objects
will be created. Press SHIFT and
hold when clicking if you want
to export multiple targets.
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6. Render
Swatches Tool.
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When you apply the LBrush
modifier to object phoneme
swatches are rendered using the
current viewport. If swatches
aren't looking good from this
particular view you can select
another viewport (activating it)
and press this tool to update
the swatch images. |
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[ 'Phoneme Tools
movie' ]
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Performance Groups |
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Performance Groups are for fast and easy
creation of secondary animation such as blinks and eyebrow expression. Creating animation for
[ 'Eyebrow movie' ] took just one minute.
Eyebrow movement, eyes darting left and
right, smiles, frowns, breathing, blinking,
twitching - you can add them all to your
animation by just waving your mouse around
as you listen to your audio. We don't skip any frames while capturing, so audio may sound a little choppy.
Assigning/Editing
Each of the Groups contains four Targets. The general creation workflow
with these targets is the same as with regular ones on the Phoneme Targets
rollout. The sculpting from work area can be loaded to any of them using
' > ' button and can be load back to work area using ' < '
button. The main difference that animation keys are not
created by clicking the swatches.
Group Animation
and Preview
To preview the
animation for some Performance Group:
-
Press
the button above Performance Group 'Group01' for example push
button will be highlighted and Group Blend Mode activated
-
Move
you mouse somewhere near the center of viewport, and perform some
up/down, left/right gestures without releasing the left mouse button (you
will see how four targets of Performance Group will blend with
current sculpt due to mouse location). Neutral is in the middle, and the four targets are mapped to the corresponding corners of the viewport.
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To cancel Group Blend Mode release the Group button again or activate
some of LBrush Tools or the 3ds Max's Selection tool.
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To
create animation key sequence for some Performance Group:
See more in
'Performance Group Animation' section of
'Animation
Overview'.
[ 'Performance Group movie' ]
Performance Groups Tools
1. Add Group Tool.
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Appends new Performance Group to rollout. |
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2. Delete Group Tool.
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Groups can be deleted in two
steps:
- Press the Delete Group button.
- Press the named button of the Group you
want to delete ( for example 'Group01' button)
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3. Rename Group Tool.
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To rename a Performance Group:
- Press the 'Rename Groups' button
- Press the named button of Group you
want to rename.
- Enter the new name in the
field
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4. Render
Swatches Tool.
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Re-renders all the group swatches using current
viewport camera settings. |
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Each group has two controls:
Note: When you are blending your
performance group you can release the
mouse in any position and assign group
current blend to any swatch clicking its
right arrow. This is a very useful sculpting tool, I usually create a spare group just for setting up blends while I'm sculpting.
If you want to protect the swatches use the 'lock'
toggle button.
[ 'Group Tool movie' ]
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Display
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LipService (starting from
2.5) uses advanced 'Direct X' display that is working
greater fast than 'Defined by 3ds Max' one and and
procuces better lookin visualization in 'Wire Frame' and
'Edged Faces' modes.
Direct X shading options:
'Speculars' checkbox
turns On/Off secular shading.
'Secular color'
swatch defines color used for secular shading.
'Secular strength'
spinner defines secular strengths.
'Light Direction'
spinner group defines light direction mesh is
illuminated by in object space. |
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