Lightwave to Ogre3D 1.0.1 - source opened
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- OGRE Expert User
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Hi,
Sorry to be a ghost again but i'm afraid the situation will not change before the end of december
I put here a link to the really OLD beta 0.5 version :
http://pierreblanc.eu/downloads/lw2ogre_beta0.5.rar
Be aware there are few bugs in that version.
And later on, when i'll have again a bit more time, I'll clean and release that version i'm using at the moment.
Best regards!
Sorry to be a ghost again but i'm afraid the situation will not change before the end of december
I put here a link to the really OLD beta 0.5 version :
http://pierreblanc.eu/downloads/lw2ogre_beta0.5.rar
Be aware there are few bugs in that version.
And later on, when i'll have again a bit more time, I'll clean and release that version i'm using at the moment.
Best regards!
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- Gnoblar
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- Halfling
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You'll need to convert it with the xml to mesh converter you find on the website.Gorlist wrote:Slight problem, ive tried exporting a simple cube and find that the file is saved as .mesh.xml? If remove the XML extension then it crashes Ogre.
Any suggestions?
Regards!
@P That's really bad to here , but as long as you still work on it then it's fine .
EDIT: Can you also please check your PM, P.
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- Halfling
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Bug Report
FYI, for the record the exporter won't write a UV Map to the material file unless the blending mode in LightWave is set to Normal. For example, if you set the blend mode for a surface as Multiply, the UV Map is not witten into the material file.
Obviously, there are other work arounds for this problem.
FYI, for the record the exporter won't write a UV Map to the material file unless the blending mode in LightWave is set to Normal. For example, if you set the blend mode for a surface as Multiply, the UV Map is not witten into the material file.
Obviously, there are other work arounds for this problem.
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- OGRE Expert User
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GPM, that's not a bug, that's a current limitation, and it's written in the manual.
Next version, which is on the way ( and rewritten totally from scratch ) supports multiply blending mode.
the improvements are :
- new options for exporting uv which allow now to export them in order to have exactly the same result as the one visible in lightwave, without having to check every vertices are uvmapped for a given submesh
- better anim support
- smoothing correction
- poses
- global options, bug corrections
- more than 1000 % speed improvement ( in fact i haven't measured, but it's not possible to compare, it's much more fast and allow to export 200k tris meshes in few seconds )
- and much more
But you will have to wait a bit more, at the moment i'm beginning to write the interface, i think it can be ready around April and will come with an external mesh/animation viewer.
Next version, which is on the way ( and rewritten totally from scratch ) supports multiply blending mode.
the improvements are :
- new options for exporting uv which allow now to export them in order to have exactly the same result as the one visible in lightwave, without having to check every vertices are uvmapped for a given submesh
- better anim support
- smoothing correction
- poses
- global options, bug corrections
- more than 1000 % speed improvement ( in fact i haven't measured, but it's not possible to compare, it's much more fast and allow to export 200k tris meshes in few seconds )
- and much more
But you will have to wait a bit more, at the moment i'm beginning to write the interface, i think it can be ready around April and will come with an external mesh/animation viewer.
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- Halfling
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- Halfling
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We use your converter since two days and we have a problem:
- lightwave layouter crashes when trying to convert some of our objects with uv maps (last message in the log file: "Processing smoothing groups (please wait ... )")
and a suggestion for improvement:
- would be great if the converter memorise the settings (like scaling, path)
Thanks for your efforts on this converter and hope to see a new version soon.
- lightwave layouter crashes when trying to convert some of our objects with uv maps (last message in the log file: "Processing smoothing groups (please wait ... )")
and a suggestion for improvement:
- would be great if the converter memorise the settings (like scaling, path)
Thanks for your efforts on this converter and hope to see a new version soon.
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- Halfling
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- Halfling
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The Mac OS issue is something that the author is aware of: It has been posted as a request, but I think someone with knowledge of the mac os will need to assist.
On the crashing problem, all of my objects are uv mapped and I have had no problems. Are your objects dense? i.e. a lot of geometry? More information might be helpful.
Processing Smoothing Groups occurs before UV maps are filled.
Below is information from the manual:
"Processing smoothing groups
Once the data are loaded, the exporter will scan the object, in order to build smoothing groups, using the
Max Smoothing Angle value from each surface. This step is needed because when you want an hard edge
between 2 triangles, you have to split a new vertex for each triangle with a different normal for each one.
This step can take several seconds on high poly objects."
On the crashing problem, all of my objects are uv mapped and I have had no problems. Are your objects dense? i.e. a lot of geometry? More information might be helpful.
Processing Smoothing Groups occurs before UV maps are filled.
Below is information from the manual:
"Processing smoothing groups
Once the data are loaded, the exporter will scan the object, in order to build smoothing groups, using the
Max Smoothing Angle value from each surface. This step is needed because when you want an hard edge
between 2 triangles, you have to split a new vertex for each triangle with a different normal for each one.
This step can take several seconds on high poly objects."
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- Halfling
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I am using a Mac and i am a programmer but my knowledges about OSX are not very good, but if i could help or even just testing i will do it!
Now we could convert all our objects - the problem was that some of them had vetices with just 2 points (artefacts from merging). So we removed them and it works.
Still 4 objects from about 20 are not shown in ogre like they should. There is no texture to see, even there is one in the material file. It looks like the first pixel of the texture is used for the whole object.
Now we could convert all our objects - the problem was that some of them had vetices with just 2 points (artefacts from merging). So we removed them and it works.
Still 4 objects from about 20 are not shown in ogre like they should. There is no texture to see, even there is one in the material file. It looks like the first pixel of the texture is used for the whole object.
Last edited by RA/pdx on Wed Mar 21, 2007 9:40 am, edited 1 time in total.
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- Halfling
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- Halfling
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Exporting Baked IK - LightWave to Ogre
I found that when baking IK into FK, you will need to remove your IK goals before you export the bone animation, otherwise the Bone translation for the items previously under IK control will not export.
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- Halfling
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- Halfling
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I would open the object in LightWave Modeler and check the UV map. I suspect that your texture has been stretched accross the entire mesh.
Use UV texture View to see how the UV map looks. You may need to remap the object and resave it. Make sure you update all assets involved in this mesh: Materail, mesh, and image.
It might also a be something with the image type you are using. I use .tga 24-bit.
Use UV texture View to see how the UV map looks. You may need to remap the object and resave it. Make sure you update all assets involved in this mesh: Materail, mesh, and image.
It might also a be something with the image type you are using. I use .tga 24-bit.
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- Halfling
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- OGRE Expert User
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- sinbad
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- Halfling
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Sorry about that, I had provided a wrong version of the vcredist_x86.exe. I also recompiled the plugin removing a part of wxWidgets I was not using anymore.
Download the new version (0.9.6) and execute again vcredist_x86.exe, the plugin should then install properly.
@Sinbad :
When I began to write the plugin that was my plan, to make it opensource. But finaly I see that it's near to be a in a 1.0 state and since i'm available to maintain it at the moment and ready to implement anything needed, I don't see the need to open the source for now. If in the future for any reason I stop maintaining it, then yes, I will make it opensource so someone can take the relay.
What is sure is that it will remain free, and unless someone find a bug I missed, it is ready for production.
Download the new version (0.9.6) and execute again vcredist_x86.exe, the plugin should then install properly.
@Sinbad :
When I began to write the plugin that was my plan, to make it opensource. But finaly I see that it's near to be a in a 1.0 state and since i'm available to maintain it at the moment and ready to implement anything needed, I don't see the need to open the source for now. If in the future for any reason I stop maintaining it, then yes, I will make it opensource so someone can take the relay.
What is sure is that it will remain free, and unless someone find a bug I missed, it is ready for production.
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- OGRE Expert User
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- Halfling
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- OGRE Expert User
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Great ! Thank you.
Using the Vertex Map Policies requires to understand the structure of an Ogre mesh, I tried to speak about it in the manual, but if anything need to be cleared, just make a call !
Artists coming from offline 3D are used to use as many Texture Map as textures for an object, it's absolutly possible to follow that way but I strongly recommend to learn to use "global" Texture Maps ( as they are internally ), per instance one for the diffuse texture, one for the Lightmap, shared by all Surfaces and all Object. It simplifies a lot the mapping and later allows a straight forward export.
Using the Vertex Map Policies requires to understand the structure of an Ogre mesh, I tried to speak about it in the manual, but if anything need to be cleared, just make a call !
Artists coming from offline 3D are used to use as many Texture Map as textures for an object, it's absolutly possible to follow that way but I strongly recommend to learn to use "global" Texture Maps ( as they are internally ), per instance one for the diffuse texture, one for the Lightmap, shared by all Surfaces and all Object. It simplifies a lot the mapping and later allows a straight forward export.