Instructions for use:

Thunderbolt Template

Included with this updated version of my Thunderbolt (v2.0) are animation scripts for the thrust dampers and atmosphere wings. For instructions on their application and use see the relivent section in the top bar.

In order for smooth operation unzip the folders to a temp directory then copy the objects,images and scripts to the relevant directories preserving the directory structure used in the zip file.

Scripts go to Newtek\plugins\layout\lscript-ia\thunderbolt.
Images go to Newtek\content\images\babylon5\thunderbolt.
Objects go to Newtek\content\objects\babylon5\thunderbolt.
Scenes go to Newtek\content\scenes\babylon5\thunderbolt.

If you use the standard Newtek file structure of *\Newtek\plugins and *\Newtek\content then the scene files will load correctly where ever your Newtek folder is located. If you have a non standard plugins directory location you will need to edit the scene files or reapply the plugins (see later section for instructions)

As a guide to lighting levels All lights have been set to there maximum levels at frame 0. On frame 1 all lights are reduced to 0 except the rear main engines which are set at 50% burn. This should be their state most of the time.

The main engines in the template scene have two lens flares each. One is set to a fade behind object the other is set with glow behind object TB ... (flare). Depending on which way the Thunderbolt is being shot will depend on which you keep and which you should Kill. Keeping both would give too much flare.

The attitude jets and Main jets objects could be dumped for most situations unless greater detail is wanted in a close up. The same effect can be achieved at a distance by the attitude\engine flares alone.

If you notice any defects with the object (by this I mean physical inaccuracies as opposed to artistic interpretation) I would like to know so corrections can be made.


Thunderbolt wing and thrust damper animation

For your convenience I have applied scripts to both the thrust dampers and the atmosphere wings. This makes animation of these items very quick and easy. They are both controlled by a single null object called "** TB WING AND DAMPER ANIMATOR **". The wings are controlled via the null's bank and the thrust dampers are manipulated by the null's heading.

when the bank of the null is 0 the wings are closed. When the bank is 360 the wings are fully open. Values below 0 (negative) are regarded as 0 and values in excess of 360 are regarded as 360 (fully open).

Heading works in a similar fashion, 0 equates to the closed position of the dampers and 360 equates to their fully open position. Again negative values and values above 360 are ignored.

Unfortunately the scripts are not interactive. By this I mean that as you rotate the null the wings and\or dampers do not appear to move. They will only update once a keyframe has been set. Any changes then made to the motion path of the null will not update until it is replayed. unless you are actually editing the motion path in the motion requester. Fiddle with it to see what I mean.


If you are having problems with the scripts

ENSURE A Copy of the scripts can be found on the file path:-   plugins\layout\LScript-ia\thunderbolt and that you have the latest versions of Lscript plugins installed (v1.4.7 as of June 1999). They can be downloaded from http://www.lightwave-outpost.com/employees/bobh/

There are two ways to apply the plugins, either by editing the scene file or by applying the plugins in layout. The fastest way to do this is by editing the scene file.

Open the scene file in a text editor and do a 'find and replace' on the string ..\PLUGINS\. This should be replaced with the file path to your plugins folder (eg. c.\Newtek\content\plugins\). You will have to do this on Thunderbolt script demo alternate.lws, Thunderbolt script demo.lws and Thunderbolt TEMPLATE (scripts).lws.

Alternitavly to apply the plugins in Layout, select the object ** TB WING AND DAMPER ANIMATOR **  call up its motion path (hit the 'm' key) and select the  Motion Plug-ins: pop-up and scroll to LScript\ItemAnimation-RT,  select the options button and follow the file path to plugins\layout\lscript-ia\thunderbolt\TB controler.lsc, Click continue and use this motion.

Next, select the object thrust damper large.lwo(1) and call up its motion path (m is the keyboard short-cut) and select the Motion Plug-ins: and scroll to LScript\IA, select the options button and enter the file path to plugins\layout\lscript-ia\thunderbolt\damper_type1.LS, Click continue and use this motion.

Next, select the object thrust damper small.lwo(1) and call up its motion path (m is the keyboard short-cut) and select the Motion Plug-ins: and scroll to LScript\IA, select the options button and enter the file path to plugins\layout\lscript-ia\thunderbolt\damper_type2.LS, Click continue and use this motion.

Next, select the object tail.lwo(1) and call up its motion path (m is the keyboard short-cut) and select the Motion Plug-ins: and scroll to LScript\IA, select the options button and enter the file path to plugins\layout\lscript-ia\thunderbolt\tail_1.LS, Click continue and use this motion.

Repeat this process for all the large and small dampers, the  large dampers are damper_type1.LS and the small dampers are damper_type2.LS. all the tail units have their own scripts, 1 - 4.

Once all the scripts have been applied test them by jumping to frame 25 and select ** TB WING AND DAMPER ANIMATOR ** keyframe 360 in heading and bank and play back the motion. all the tail units should open as should all the dampers. If this works save the scene and next time you load it will all come in correctly.

If the scripts do not function check to see if the null is rotating outside the operating parameters of 0 to +360. pitch is not used for anything so do not expect it to have any effect on your animation. Secondly these scripts are only designed to function with the thunderbolt so if you apply them to anything else and they don't function properly then you are on your own. If they are used incorrectly you will run the risk of crashing Lightwave and possibly more.

If the problem lies with the Thruster jet scripts see the tutorial on how to use these scripts for help. Finally, if you are still stuck try nick@ap3d.com and tell me as much about your system configuration and other relevant information as you can.

The lsc script has been compiled to run on x86 based systems using LW 5.5 and LW 5.6 and LScript 1.4.2 (or newer) it has not been checked on other platforms or earlier versions of Lightwave.


DISCLAIMER:

While every care has been taken to ensure the reliability of these scripts, Nick Lee and Alternate Perspective can accept no responsibility for disruption and or loss to your data or your computer system which may occur while using this software.

Nick Lee 1998