LipService/LBrush Overview - Sculpting and Tools

 

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.
 

4. Import Target Tool.

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
 

5. Export Target Tool.

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.   

6. Render Swatches Tool.

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.  

[ 'Phoneme Tools movie' ] 
 

Performance Groups

 

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.

  • To cancel Group Blend Mode release the Group button again or activate some of LBrush Tools or the 3ds Max's Selection tool.

To create animation key sequence for some Performance Group:

  • Toggle press the Group button as described in section above.

  • And then press the 'Record' button

 

See more in 'Performance Group Animation' section of 'Animation Overview'.

[ 'Performance Group movie' ]

Performance Groups Tools

1. Add Group Tool.

Appends new Performance Group to rollout.  

2. Delete Group Tool.

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)
 

3. Rename Group Tool.

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
 

4. Render Swatches Tool.

Re-renders all the group swatches using current viewport camera settings.  

Each group has two controls:

  • Color swatch click it and use color picked dialog to select the color whatever you like.

  • Delete keyframes button 'X' - use it to delete all the keyframes of corresponding group.

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' ]

 

Display

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.

 

LipService / LBrush
©1998-2008 Joe Alter, Inc