Catsmeat: Cool Avatar! ;-)
Check out Wacoms/Gideons Link in the first post.
But the basic principle is very simple:
You apply a procedural displacement to your object.
Depending on the look you want, you need more or less subdivisions (more = finer).
This creates the "jittery" look.
The stronger the displacement, the stronger the jitter.
In Lightwave you have to make sure you use a real 3D procedural, not a 2D one.
Fractal Noise, Turbulence and Crumple are the go-to choices here with increasing rendertime but also increasing interest.
Then you animate the position or offset of the procedural texture on the subframe level,
that means for instance that you move the procedural texture for a meter in X, Y and Z on frame 1
(the distance doesn't really matter but creates different looks (smaller = smoother, larger = more drastic)
so basically within one frame and then you set this animation (that you can't see in the viewport) to repeat,
so that it happens for every frame from the two keyframes you have set.
It is important to use repeat, so that the animation is exactly the same for each frame
which prevents flickering in animations.
This stability makes it so useful.
Should you actually WANT the Lines to move, I'd rather layer a second procedural on top and animate that over a longer frame range,
this gives a lot of control over both the movement and the look while doing both with one procedural
can be harder to control - but it depends a lot on the project.
Finally, for the magic to happen, you activate the old, "Classic" Motionblur,
the stepped pain in the behind from the dark ages which is so very very useful for NPR ;-)
"Blur Length" can be typically set to 100%.
The number of "Motion Blur Passes" define the look: in my above examples, the greyscale one uses something like 5 passes,
so the individual lines are more visible and create a rougher pencil look,
in the greenish-blue example the number of MB-passes is very high,
therefore you get a more chalky look.
As for the rest: you can combine the different Lightwave "Edges" as fits your taste
(experimentation is everything here)
and even cellshading - which I normally find to be a pretty dead CGish look and not like too much -
becomes very usable since the displacement roughens it up.
Both examples above use it.
But it can also be interesting to experiment with image textures.
Often pretty strong stuff yields interesting results,
like Black and White lines or cranked up wood textures etc.
Then you can dive into the details:
If you make the 1-frame-animation of your procedural not use a linear interpolation but a curve,
you can for instance have most of your lines crowd very close together and smooth,
and then 1 or 2 lines break away for a more crazy look.
Another thing is, if you want different amounts of jitter in different areas of your object,
like for instance in the face and at the fingers of a character:
This is very easy to do, if you layer a weight map on top of your 1-frame animated procedural
and paint the amount of jitter/displacement you want to see in each area.
For the crazy-text above, the plan was, to oscillate between the text going completely crazy and break up into chaos
and calmer moments where it's clearly readable and fluctuates
only slowly by a second procedural moving through the object.
This stuff is very controllable!
For the ultimate control, you could even sculpt different jittery objects in ZBrush or modo
and sub-frame-blend between the morphs. ;-)
While I explored a lot of techniques over the years, this still is the most simple, stable,
available and versatile that I know.
And in Lightwave it is blazing fast, because of the extremely fast edge rendering.
I hope some of these options will become available in modo in the future!
Feel free to ask if something is unclear.
Message edited by ThomasHelzle on 5/22/2012 - 2:28 PM