This lighting set-up was adequate for my Mitsubishi composite (see the movie gallery), but for more realism, you might want to use the polygons from a tesselated sphere.
Now select all the polygons and use the "Add Luxigons" command (which can usually be found in the Construct>>Additional menu). Don't worry about the options here, just click on OK.
Now you've made your Luxigons (how easy was that huh!), save your object as "Luxigons.lwo" and start up Layout. This object is available for download with the finished rig at the end of this tutorial.
In Layout, clear the scene and create two null objects at the world origin called "LightRigTarget" and "LightRigParent".
Now load up the "Luxigons.lwo" object you created on the last page, and run the "Convert Luxigons" plugin which can be found in the Layout>>Plug-ins>>Generic Plug-ins menu. In the dialog box that appears, call the new lights "SkyLight".
Delete the first original light (called "Light") and also the Luxigons object (without clearing it's decendents). Also, you must make sure you rename "SkyLight(1)" to "ControlSkyLight", as otherwise, expressions will have difficulty in finding the object after a Load From Scene.
Now comes the fun stuff! |