Basic Positioning and Movement in
Layout
Summary: This tutorial will show you how to move and rotate objects within Lightwave’s layout space, using some of Lightwave’s sample objects to set up a small scene. It assumes you have a basic understanding of how to pan, zoom and rotate viewports within Modeler and Layout.
The Finished Scene:

Part 1: Adding Objects to a Scene
The first step in setting up your scene is to add your objects. For the sake of this tutorial, all objects used will be pulled from the samples provided with Lightwave 7.5
Step 1: In the Items tab, look down on the left men to find and click
Add -> Object -> Add Object

Step 2: A dialog box will come up, asking you for the objects you wish to load. Navigate to your Lightwave\Objects\Landscape\ folder and insert the “Ground” object. Repeat this process to add the following objects to your scene:
· Lightwave\Objects\Landscape\Cocconut Tree
· Lightwave\Objects\Furniture\Table
· Lightwave\Objects\Vehicles\Truck1
·
Lightwave\Objects\Weapons\Sword
Step 3: Because the ground is so large, Lightwave automatically sets your grid scale to an enormous size so that you can manipulate it. However, since the objects we want to manipulate are so small, we will need to change this.
Press the lowercase “d” on your keyboard to bring up the Preferences dialog. Make sure you are on the Display Options tab, then select the Grid Square Size box and set it to 1m.

Voila! You should now have a convoluted mess of objects, similar to below:

Part 2: Manipulating Objects
Now that we have our objects in the scene, it’s time to position them where we want.
Step 1: Right now all of our objects are on top of each other, making it rather difficult to see what we’re doing. You should notice a selection box on the bottom bar of your screen, that tells you what the current item selected is. Click that box and choose the Truck1 object.

Step 2:

With the truck selected as the current item, make sure you are set to the Move command, within the Items toolbar. You should notice the set of arrows located in the middle of it. These are the “grips” of the object that allow you to manipulate its position in 3D space.

Each arrow has a color that corresponds to its axis. Green for the Y-Axis (Up and Down), Red for the X-Axis (Left and Right), and Blue for the Z-Axis (Far and Near)
Step 3: Click and hold on the Red (X-Axis) arrow, then drag your mouse to the right. The truck should move with your mouse. Move it a short distance from the other objects.
Step 4: Using the “Current Item” box we used before (Pg. 3), select the Table and grip its Blue (Z-Axis) arrow. Dragging the mouse to the left should draw the table closer to you. As with the truck, move it a short distance away.
Step 5: Finally, select the Sword, and grab its Blue arrow, moving it down to the same position as the Table. Then grab its Green (Y-Axis) arrow and drag it up until it is sticking half-way out of the Table.
Your scene should look similar to this:

Part 3: Rotating Objects
We’ve separated our objects, but currently they’re looking a bit bland, and why is that sword stuck through the table? It’s time to rotate!
Step 1: With the Sword still selected, select the Rotate command from the Item menu (hotkey “t”). You should immediately notice that your grip arrows have changed. No longer are they straight representations of the three axis, but now they are rounded. This lets you know you are using the Rotate tool.

While the lines are no longer straight the colors still correspond to the same axis, and the grips still work in much the same way as the Move command did. Only now, we’re rotating!
Step 2: Grab the Green arrow (Y-Axis) and drag your mouse downwards. You should see the sword rotating. Adjust it so it appears to be laying flat on the table.
NOTE: For accurate adjustment of objects, it is often necessary to change your current viewport, so that you can properly align them. While this tutorial does not cover that subject, it should be noted that the default perspective view of layout can be deceiving with relevance to the positions of your objects.
Step 3: Now select the Truck again, either by clicking on it in perspective view, or selecting it via the “Current Item” selection box. Since we are still in the Rotate command, it too has the circular grips now.
Step 4: Grab the Red circle (X-Axis) and pull your mouse to the left. This should rotate the truck counter-clockwise. Do this until it faces the table, or until it reaches a position you like.
If everything has worked properly, your scene should look something like this:

Step 5: Using the tools we have just learned in the previous 3 sections, Move and Rotate the tree into a position where it looks to have fallen onto the Truck. You’ll need to use the Blue circle (Z-Axis) to drop it down sideways. You should have something that looks like this:

Part 4: Positioning Lights and Cameras
Now that we have all of our objects in position, it’s time to adjust the lighting, and set up our camera shot.
Step 1: At the bottom of your screen you should see four tan-colored buttons called Objects (O), Bones (B), Lights (L), Camera (C). Click on the Lights button, or press “L” on your keyboard.

This will automatically set your “Current Item” to “Light”, which is the default ambient light that every new scene is packaged with.
There are two ways to move your light about the scene. The first is to do exactly like we have done with the objects, and to move it about perspective view using the Move (t) and Rotate (y) commands. You will find that the light has arrow and circular grips just like the objects did.
While this is a feasible method of placing lights, and is often necessary for fine tuning (when combined with other viewports), there is another form of light movement that has its own advantages.
Step 2:
At the top left of your screen, just below the toolbar tabs, there is a greenish button that should currently read “Perspective”. Click on this box and you will see it open into a list of different viewport options. Select “Light View”.

This will immediately change your perspective viewport to the light’s view. This is showing you what the light is seeing and, more importantly, what your light is illuminating.

Step 3: With “Lights” still selected at the bottom, you are now in direct control of the light. Choose the Move command again from the Items menu (Hotkey “t”) and click and hold in the center of your viewport. Now drag the mouse forward and back, left and right.
You’re moving!
This is how you can control the position of the light in real-time, while being able to accurately see what your light is pointing at. If you click and hold the Right Mouse Button and drag your mouse forward and back, you will adjust the height of the Light.

Move your light so that it is behind your objects. You should see nothing but the brown ground object. Now we have to Rotate the light so that it will illuminate our objects from behind.
Step 4: Select the Rotate command from the Items menu (Hotkey “y”)
While there is no visual change in the viewport, you are now able to rotate the light about the three axis like you had with the objects, only this time your view is still inside the light.
While holding the Left Mouse Button down, drag your mouse left and right and up and down. This rotates your light along the X and Y axis. If you hold down the Right Mouse Button and move the mouse, your view will tilt side to side as the light is rotated about the Z-Axis.

Step 5: Move (t) and Rotate (y) your light until it is positioned about like I have mine in the picture above.
Step 6:
Now go back to the top left of your screen and click the greenish box that currently reads Light View. In the drop down, choose Camera View which will instantly switch your view to what your camera is seeing.

Step 7: At the bottom of your screen, where the four item types are listed (Objects, Bones, Lights and Camera), choose the Camera option (Hotkey “C”)

You now have the default camera selected for positioning.
Step 8: Movement and rotation with the camera works in exactly the same way as it did the Light. So position your camera into a shot that you think is best.
Fin: Render Time!
Congratulations! Your basic scene layout is done and ready for tweaking, adjusting, and finally, rendering!
While I won’t go into a detailed explanation of how to render, if you’d like to see the finished product of what this tutorial has accomplished, press F9 on your keyboard for a quick render.
Good luck with your scenes!
