Introduction

We've been working on Sasquatch for a very long time. We're very proud to finally releaseit! Its long, long development has resulted in a very polished, extremely powerful program. You'll find that it lets you make images that were previously impossible. You'll also find that Sasquatch is so cool you'll probably become quickly addicted to furring everything you make from now on!

Installation

Sasquatch is a Layout plugin file for LightWave version 8.3 or later. All of the plugins are contained in the single sasquatch.p file. The software uses about one megabyte of hard disk storage. Installation is the same for PC and Mac versions of LightWave. You can always get the latest and greatest version of Sasquatch from our website.

To install the plugin, copy the sasquatch.p file into your LightWave plugin directory. (you can pick any subdirectory you like). Once copied into this directory, LightWave still needs to be told about the installation. First close all running copies of LightWave. Start a fresh copy of LightWave and use the Layout->Utilities->Add-Plugins chooser and use the file requester to select the sasquatch.p file.

Plugin Locations in LightWave

Quick Tip
Nabashima
Here's a short video showing where to find Sasquatch's components in LightWave's interface

Sasquatch contains a displacement, a shader, and a pixel plugin. If you're new to LightWave, it's sometimes hard to find where the different LightWave plugin controls are, especially because each version of LightWave places them in different locations.

The displacement plugin is added to an object. Load an object, and pick it. Press the "Properties" button at the bottom of the Layout screen. Visit the "Deform" tab, and use "Add Displacement" to find Sasquatch's main displacement panel. The Shader plugin is found on LightWave's "Surface Editor" panel. Pick the "Shaders" tab and use "Add Shader" to add SasquatchShadow. For the Pixel panel, select Image Processing from the Windows popup on the top left side of Layout's menu system (assuming you're using the Default menu layout.) Use the ``Add Pixel Filter'' button to find Sasquatch's pixel filter. Alternatively, Sasquatch includes a generic plugin, "Sasquatch Panel", as a convemience tool. Adding this plugin to your menu system will enable you to bring up the Sasquatch pixel panel without having to dig through the layers of LightWave panels to get to it.

Licensing

Piracy is unfortunately a major problem with plugin tools. They are small, easy to copy, fun to play with, and are given less respect than a standalone application, which makes plugins attractive to ``share.'' This is extremely illegal, but unfortunately not uncommon.

The impact of piracy is lower sales and higher prices. This isn't what we want; we want to give you underpriced and overpowered tools!

The most practical way we can do this while still making some profit for future software releases is to protect the plugins from piracy. Sasquatch uses the dongle you already have for LightWave as its method of protection. Sasquatch is not tied to a specific PC, just a specific dongle. Some people install LightWave both at home and work, and just carry their dongle with them. There's nothing wrong with this, and Sasquatch will have no problems.

The licensing won't affect your work after it is set up. Licenses for multiple dongles, usually at a studio, are also easily handled, even if the plugin file is being shared over a network.

After you install Sasquatch, the plugin can load, save and render even if it has not been not licensed yet. However, the interface for each plugin will not be active until the plugin is licensed. When you try to open the interface (by double-clicking the plugin name) the plugin licensing panel will open. It tells you the plugin name, version, date, and your "Machine ID", which is your internal dongle number.

You need a license code from Worley Laboratories to unlock the plugin interface. The license code will work only with your specific dongle, so we need to know the Machine ID number the plugin reports to create it. We also need your plugin serial number, which is included in your email invoice.

You can email, call, or FAX us to get your license code. The license screen has a button which should automatically start your mail program and compose email to us.{But it may not work on all systems, especially if you don't have a default mail program configured. In that case, you'll have write the email yourself. We just need your Machine ID and plugin serial number.} You need to add the serial number from your email and send it to us. We'll reply with the license code as quickly as possible; it should never be more than 24 hours.

If you have multiple plugin licenses, just repeat this procedure for each machine with a dongle. The plugin knows how to properly store multiple license codes even over a network.{If you have a lot of licenses (more than 5 or so) you can email us and we'll describe how to license all of your dongles at once by editing the stored license file directly. This will avoid having to manually visit each machine, which is difficult and annoying for larger studios!}

Once you get your license code, just type it into the license panel. After licensing, the protection is transparent. You won't see the requester again unless you install on a new PC.

Demonstration Scenes

Sasquatch has a large collection of example scenes and objects. The plugin descriptions in this manual describe the scenes. These demonstration scenes help show off specific features of the different tools to give you ideas of how you can use Sasquatch in your own work. You don't need to install or view the examples, but we recommend you do just to learn about the features.

The example scenes are compressed as a ``zip'' file. They can be installed into any directory. Extracting the example files creates a directory named WorleyDemos which contains a subdirectory named Sasquatch. The WorleyDemos directory makes it convenient to store the example files for our different products in the same place. Set your LightWave content directory to the WorleyDemos directory you created in order to view the scenes properly. If you load a scene and LightWave complains about missing objects, you've probably mis-set your content directory.

ScreamerNet and Multiple Machines

If several computers share the same LightWave directory over a network, make sure all of them have exited LightWave before installing any plugins. If you don't, the other copies of LightWave will overwrite the LW.cfg file. LightWave uses this file to store plugin configuration information.

If multiple machines share the same plugin file (because you have purchased multiple licenses, or you are using ScreamerNet on a render farm), be careful that each machine has a properly configured LW.cfg file. This is often done by manually installing the software on each computer and ensuring that each machine has its own copy of LightWave, LW.cfg , and plugin files.

A better alternative is for a single master server to hold these files and configure each machine to access it through the network. In this case, make sure the pathnames of the plugin files are not machine-specific. This is often done by setting up a network drive letter (like Z:) to store the LightWave and plugin files. Every machine, including the host server, mounts this network drive as Z: and always refers to it with that leading drive prefix. An absolute path like C:\newtek\plugins\sasquatch.p, causes trouble because it's only valid for the server machine; the other machines don't necessarily have that file on their own C: drive and you'll get errors when they try looking there.

Network setup problems are especially hard to diagnose because ScreamerNet failures are difficult to analyze. ScreamerNet silently ignores errors such as plugins that it cannot find. Network installation of LightWave itself is a difficult topic that NewTek's technical support department can help you with if you're having a problem configuring your systems.

Legalities

In simple terms, the software may be used on a single computer by a single user at one time. The single exception is the use as part of a rendering network via ScreamerNet. Purchase of a single copy allows unlimited use as a ScreamerNet client.

Worley Laboratories makes no warranties, expressed or implied, with respect to the quality, performance, or fitness for any particular purpose of the enclosed software. In no event will Worley Laboratories be liable for direct or indirect damages due to use of this program. This software may not be rented, lent, or leased. You may not distribute any part of the software or its documentation to any party. It's common sense

Each license of the software is linked to one specific LightWave dongle you specify by obtaining a license code from Worley Labs. Your license allows you to use the software only on the machine equipped with that dongle. Your license allows the use of only a single copy of the software at one time, unless you have purchased multiple licenses.

The use or installation of the software implies agreement with these terms. Enforcement of these restrictions is via the copyright laws of the United States and the State of California

Vocabulary

We've been working with Sasquatch fur and hair for several years, and one surprising problem we've had is vocabulary. A lot of hair-related words are hard to describe since we're talking about attributes which aren't often used in a precise way in English, even in the hairstyling industry. A dictionary has only a vague description of words like ``tangle,'' ``frizz,'' ``ragged,'' and ``unkempt.'' But in Sasquatch we need to talk about many different, very specific , methods of manipulating hair. We've had to make our own specific interpretations of the definition of different hairy words. For example, we use the word frizz in our interface and this manual to mean random, wild, disorganized wandering of a hair. We define kink to mean wavy hairs that wiggle back and forth regularly and predictably, like a soft zig-zag. This is different than random frizz! We try to be consistent about our word choices everywhere.

Even the word ``hair'' is dangerous and inconsistent because it means different things depending on context. ``Hair'' might mean the mass of styled hair on top of your head, or it might mean the single strand of hair that's in your soup. To help eliminate this problem, I'll talk about ``hair'' as being the mass of hair on your head, ``fur'' as being shorter fuzz, usually on animals, and ``fibers'' as being the individual fibers that form both hair and fur. With this vocabulary I can avoid some confusion that results if I said ``Wolves don't have long hair, but their fur covers their whole body and the hair is very coarse.'' Since Sasquatch has separate modes for fur and hair, it can get confusing. Instead I'll say ``Wolf fur has coarse fibers'' which sounds strange but is very clear. I'll probably make some mistakes in the manual, but I hope to minimize confusion.

Interfaces

Sasquatch has two main plugin panels which you'll be visiting many times. One panel is a displacement plugin on each object that you're applying hair to. It uses tabs to organize its many options into logical groups. The second panel is a Pixel plugin which handles Sasquatch's rendering

Most of the controls have an ``S'' button next to them. Those are all texturable surface attributes, and that S button will bring up the texturing options panel. There are over 50 texturable attributes! The S~panel is described in its own full chapter on page~\pageref{spanels}.

Three controls (Length, Density and Max Length Along Guide) have an additional ``A'' button to allow you to animate the value over time.

Cut and Paste

Settings for any panel can be stored in a disk file for loading later. The ``L'' and ``S'' buttons at the bottom of the plugin interface allow you to load and save settings files.

You can save a temporary settings file to RAM by holding the ``shift'' key while pressing the ``S'' button. You can then paste this attribute snapshot into another plugin of the same type by pressing ``shift-L.'' When an attribute is available for pasting, the ``L'' button will be highlighted to remind you.

The main Sasquatch panel lets you cut-and-paste smaller sub-groups of similar controls. The very small ``C'' and ``P'' controls along the bottom of the panel will let you cut and paste settings for independent portions of the panel. This is very handy, especially for copying color and shading values from one instance of Sasquatch to another when you don't want to disturb the other settings.

Pressing ``C'' copies the settings into memory. The ``P'' button will highlight to show that a paste is available. You can then visit another instance of Sasquatch and use its ``P'' button to paste the stored settings into it.

Item Picker

Several of Sasquatch's controls allow you to choose items in the scene. Sasquatch uses an item picker which is more advanced than LightWave's, using its own popup panel which allows you to pick any object, light, bone, or camera.

When picking bones, the panel shows two lists. The left hand list chooses which object's bones to view, and the right hand list shows the bones themselves.

LightWave and bugs

Plugins are often affected by bugs or problems with LightWave itself. NewTek periodically releases LightWave updates to fix software bugs on its website. Check NewTek's website to ensure you have the latest LightWave version.

We release patches to our plugin software when we fix bugs or add new features. We keep a list of known bugs or problems in our Support section online.

We are admittedly perfectionists about bugs, and Sasquatch has very few known problems. However, we have lists of LightWave problems which, in some cases, still affect Sasquatch. We try to use workarounds for these problems in the program, and document other problems here.

If you see strange behavior, check the FAQ section first. If you do find a new Sasquatch bug, we want to hear about it immediately!

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