Advanced Placement (AP) in 3D software provides a comprehensive suite of tools for dynamic scene manipulation, including grow tools for object expansion, wall building for structural creation, emit and impulse tools for launching objects with adjustable speed, paint scatter for instanced object placement with spacing controls, grab and nudge for real-time object manipulation, fracturing for breaking objects into pieces, and a target system for directing impulses toward specific objects, all supported by a built-in physics engine that enables realistic object interactions and scene baking for rendering.
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Lightwave 3D May 4th Live Event Advanced PlacementAjouté :
One [clears throat] thing that you will find um and I find this is you need to uh when you're working with advanced placement, you need to have um either the flyyou objects down here or a scene editor because I'm forever trying to select things while having the uh the AP window open and sometimes that messes you up.
Just just letting you know. Uh so with the this is grow tower. So this is I'm going to have I'm going to select my red box that I've got set for dynamic. You see here selected dynamic and box.
And I think we need to call 911 for Sean.
[laughter] >> Sean, are you okay?
>> Are you alive?
I'll be back in two minutes.
>> That was brilliant.
I'm gonna use the tool [laughter] for grow.
And uh so what I'm just going to do is I'm going to go crazy here. I'm going to choose 50. Um and I'm gonna back off. So this will what this is actually going to do. Oh lord. [clears throat] Is when I hit grow Oh, and look at that.
I did it to the back. I did it upside down. So we uh let me just re I'm not exactly sure of the best way to uh reset. So I just reload the scene. So we want to have our red box. We want to have AP launcher here uh for my alignment. I forgot to uh make this go plus on the Y. And let's go grow 50 and click grow. Oh, now it grows in the right direction. And then all I need to do because this is actually a built-in uh built-in physics engine. So I hit play and it eventually will succumb to its own existence and collapse.
>> Awesome.
So we have baking uh we have uh all the different things so that you can bake this so that it will go into uh you know uh rendering over screamer or or or anywhere else. So keep that in mind. I'm not going to demonstrate you know but yes you can bake. Okay. So uh let me let's go to the next. So this this one is fun. This one uses an additional thing. So again, I'm going to launch AP. Now, I have put advanced placement underneath studio live so that it's always available to me. Um, again, we might have a contest to see where we want to place all these things, but that's where I have found. Um, I'm not sure about making a specific [laughter] frame range, Shabbazi. I'm not I I I don't know on that. I will have to find that out for you. So, what I'm going to do here is select the blue box and I'm going to go to wall. And let's see. Was it 05? I want to say it was 05.
Uh, one second. I'm checking my notes.
Oh. Uh, my other notes. Ball smash.
[laughter] So um blue box so actually 0.1 oops 0.1 and not one three.1 and we say build wall and so there we have just like that built the wall. I'm going to grab my orange sphere and I'm going to choose my tool to be emit and I'm going to say from mouse. So, what this allows me to do is when I hit uh my mouse, I'm going to throw a ball and everything starts.
Hit pause right here because what I want to do is I want to increase my impulse speed. Let's increase it to 80 and reset.
Give myself a few more frames.
And so now when I throw my ball, I throw it a lot harder. And every time I click, I throw another ball.
Knock my old ball.
So reset and let's look at the next one.
Uh this [clears throat] is paint scatter. So what this is actually using is this is using um the instancing built into uh advanced placement for doing a an instance paint.
So what I want to do here is again launch AP have my uh orange ball selected and we're going to go to let's see this is paint.
I want to give myself a gap so that they don't overlap and let's see what's this uh see paint step gap I'm missing an in I'm missing a step because it's a setup. No, hang on. Hang on.
>> [clears throat] >> Let's see the physics ball the sphere. Hang on.
What is I am missing like one step.
No, I've done it. I don't need another object.
All right. So, I just need to see here.
Uh, see orange sphere body type.
I've got the ball selected.
I'm on paint orange sphere dynamic ball.
Oh, I have to click on the ball and now I can paint. That's what it is. It wanted me to actually select the sphere before I paint. That's what I missed.
And as you can see, the the spacing is not allowing it to to place until it can actually fit.
So that is paint. Remember, click on the object you're you're instancing before you start painting [laughter] as we just learned right there. Okay.
So, uh see that was paint scatter. So, here's grab and nudge again. Um, all of these guys have uh so I can just literally click myself some more and I can grab these ball grab the spheres and I can uh reset move them aside. I can push them into one another. So, this is a a live uh dynamics method for um pushing things around, pulling things around, knocking things over. This is just a a live a live thing for positioning.
Uh another So, here I can choose and this this is where we get into the the discussion.
Um, AP is has its own fracturing.
So with the blue box selected, I want to turn unbreakable off so that I can come in here and then uh let's see this is uh one thing clear off body type.
So the break it tab and then I choose fracture selected object right here and it's done. Now what I just need to verify is to make sure that all of these are set to convex hole.
If that's for me I'm not in that must have been uh his.
So we can then say and we break.
So again this is where the discussion that we had earlier of using the fracture as a library. This is one of the one of the places that we're looking at doing um because you know this is this is great.
It does a wonderful job, but again, it's one of those things that having the other fracture as part of this would be quite useful. Is that me? That's not me.
>> Sean, is that you, Bob?
>> Sean, is that the ice cream man?
>> Yeah.
I mean, I don't know if that's what it is like over over in over there, but uh >> every day in England is an ice cream man day.
>> Sorry.
>> Uh that's uh effects node. That's one object with instances.
Um so here this this is an interesting uh for placement. So, what I've what I'm going to do is I'm going to grab Noodle here and choose place. I have uh dynamics set up on the blue ball. I have uh noodles selected again also. And I can just click and place her right on right on the surface. Think about this as far as, you know, setting things on other objects. uh setting a dinner table, setting, you know, I can click here and I can I can drag her around. Um then if I choose tweak with the right mouse button and left and right, I can rotate her in place up and down on my mouse and I can scale her.
So, one of the reason, >> sorry, just just chipping in really on one of the reasons why I think it should be on the main menu somewhere is just this feature alone I think is highly useful when scene setting. It's fantastic because it's going to enable you to place in a room brilliantly and quickly.
>> Agreed. Um, so, uh, let's see. um this uh last bit here. So again, AP have this up. So what this is is this is uh going for emitting. Um I'm just getting my getting to my notes.
So this is where I want to choose a tool of emit And I'm going to emit from just checking my notes. Um, sorry, impulse. We're not emitting, we're impulsing.
So impulse my alignment I want to go up and uh I am wanting to uh so here emit instance and apply impulse. Now, you notice that that's barely going up.
And there's one big reason why, and that's because my physics, let's see, uh, see, I'm looking for my my impulse.
Uh, let's see.
Not here. Not here. Impulse speed. There we go. Let's set it low. Let's set it for five. Impulse.
Impulse. Impulse. Impulse. Impulse.
Impulse.
So, I can reset. And let's say instead of the uh and I've lost it already, my god, I'm blind.
Uh impulse speed. Let's go 15. So now when I click apply impulse, it shoots it high. Uh, and then I can try to catch it on its way back down with another one.
[laughter] >> That's excellent.
>> And you can record.
>> So you can record that dynamically, can't you?
>> Yes. Yes, you can. Now, what I'm going to do here is I'm going to choose my blue box and I'm going to make him I'm going to click set target.
So now that was hopefully an audible click. So now when I do my red box, I should be able to shoot at that target.
So what this allows again allows is you can set have something set up as a as a target for your emitting. And as you hit shoot, it'll shoot at the target. Now you notice that knock the ball or knock the box off. I can come back set the blue box. Instead of dynamic, I can say static. And so now come again back to my red box for the impulsing. And so now you see that the blue box doesn't move, but I can actually push my shooter away.
Ah, fall off. [laughter] >> Excellent.
>> Okay, we got to write some lightweight games.
>> Yeah, that is great.
So there's there's a lot to advanced placement.
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