Call for Lightwave test models and animations

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
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P
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Call for Lightwave test models and animations

Post by P »

First i m sorry if this is considered as cross posting, delete it and fire at will if it is

I m making a lightwave exporter which i talked about here :

http://www.ogre3d.org/phpBB2/viewtopic.php?t=9170

The object exporter is ready, it ll export a mesh exactly how you can see into Lightwave viewports ( exports right smoothing and takes care of uv seams )

Now i m working on the animation part, but as i said in my other post linked above, i have only a little experience into Lightwave animations and i want to know what you ll expect for a animation export plugin.

I m at a stage where i can read bones and weightmaps, but i don t know per example how to set up multiples animations into the Layout (walk, run, etc.. )

I also need tests models and animations to be sure everything is working.

All ideas welcomes ( i have tried recently to import a .fbx motion capture file and saw it comes as null objects, how do you use them ? )

Thx.

Next step will be a scene exporter.
P
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Post by P »

So, nobody seems to be interested and i m very happy to see that :shock:

If you need one exporter for your kicking ass MMO game, you will be able to code one yourself, instead of coding one global plugin which can fit all uses i have just decided to finish it including only the functionnalities i need.

Time to put the }
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tuan kuranes
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Post by tuan kuranes »

It's harder to release Game content that Game Code...

I can send you my copyrighted content, but without animation (as ogre hadn't any animation LW exporter, I did use other formats/tools, so did many people here too) so it would just give you static meshes tests...

If you seek good game animation lightwave tutorial look at "Deus ex" animator website :
http://www.geocities.com/rgkovach/index.htm
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Post by semicolon »

I have used LW before and am willing to give you my model with some dumb animation. However I need some time to add bones and animate this a little bit. Please wait for a couple days or fewer. I believe what you are trying to do will benefit so many LW users.

Thanks a lot for your kindness.
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semicolon
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Post by semicolon »

I'm so sorry for what I said I'll send you my dumb animation. I just meant that my animation is really bad. Just want to make some real intention clear about what I want to say. ( :D )

Please wait for a while I am making it.
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P.S. If you are using MSN, you can contact me with "s_somkeat<at>hotmail.com"
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Post by snowblind »

P, are you still looking for models? I might have some for you--I'm excited to hear about the discontinuous UVs!! They have plagued our project for some time now. Let me know...
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Post by P »

Thx for answering, i need as many models as possible from differents artists ( each one have is own method ). There are many ways to work with bones in Lightwave and i want to be sure i m working on those are used by artists.

my msn is : lepierrot69 (at) hotmail.com ( i m not watching email there )
and my email is : blanc_pi (at) club-internet.fr



@ tuan kuranes :

yes i agree, even if making a model or coding a soft require the same things : talent and time. Thx you for the link i looked at many but this one is really well made.

I ll be happy to try your static meshes with the plugin ( of course if it s copyrighted material it ll disappear of my drive as soon as i tried it )

@ semicolon :

thx i ll contact you with msn.

@ snowlblind :

yes i still need models ( animated ones if possible )
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Post by LaKing »

...

First of all, thank you for working on the Lightwave stuff

I use your exporter to get mesh and material data.
I didnt use LW for animation before, it was enough to use keyframes ...

What you might want to check out:

Create some simle cubes and planes (i was working on a chessboard)
Use the smoth shift toll on complex objects

You will see, that LW creates some bad looking polygons ... (holes in objects)
If i use these objects with these bad looking polys i get some errors by the exporter.

So that was the only issue, wich is not realy important, but strange ....
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Post by P »

Which kind of error ? error while exporting from the lightwave plugin or error when converting the .xml to .mesh ?

i don t understand this :
You will see, that LW creates some bad looking polygons ... (holes in objects)
Can you post a screenshot ?

I have been quite busy on other things last 2 days but i ll work again on the exporter tomorrow.
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Post by Mr.Bloodworth »

LaKing wrote:...

First of all, thank you for working on the Lightwave stuff

I use your exporter to get mesh and material data.
I didnt use LW for animation before, it was enough to use keyframes ...

What you might want to check out:

Create some simle cubes and planes (i was working on a chessboard)
Use the smoth shift toll on complex objects

You will see, that LW creates some bad looking polygons ... (holes in objects)
If i use these objects with these bad looking polys i get some errors by the exporter.

So that was the only issue, wich is not realy important, but strange ....
To use smooth shift effeciently, you would have had to have been in "subpatch mode" (the TAB key), at that point, when your done you should have "freeze" the subpatch. That makes an unsubpatched mesh with no holes, using the smoth shift on a non-subpatched mesh is kinda uncommon. (To me atleast).

How goes the work on this BTW? im ver interisted in this tool, and 100% more intrested if it is a plug-in for light wave. (I hate command line tools).
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Post by Sp3ctre »

hi, i'm new to this forum...
i've a lot of experience in lw and made a lot of models, but no one has uvmaps or bones and similar. tell me if you need some of those (but they are mostly very high-poly for a 3d engine!)

Thanks for the plugin!! I will surely use it in the future if my work on ogre will continue :roll:
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