View Full Version : LightWave 11 - Unity integration

11-13-2011, 03:05 PM

If somebody have knowledge about "Unity integration" in new LW please share info.

Thanks :thumbsup:


11-13-2011, 09:21 PM
Wish they would have included something about it in the main menu of features. They say they have it, in the forums...but nothing else on it. Must not be that important; it is only for game development after all...... ;)

EDIT: I see they have a blip about it in the new pre-release .PDF Rob uploaded.

11-14-2011, 12:11 AM
From pdf we know already:
"LightWave 11 also offers interchange with Unity. Custom written Unity scripts add support for Scene files to allow updates interactively between the two packages."

Please, more info than two sentece in this topic :]

11-14-2011, 01:30 AM
"only"? Game development is actually a HUGE market. Having Unity support is a great feature ! The more tools for game industry, the better for Lw. Luxology did the same recently.

11-14-2011, 03:03 AM
There's a couple of unity plugin/scripts in the Lightwave11.0/support/3rdparty_supoort/Unity3D directory, haven't tested yet, but it should work i guess.

11-14-2011, 04:48 AM
This is AWESOME ! Getting stuff in and out with unity is a big workflow enhancer and irons out a few wrinkles !

11-14-2011, 06:59 AM
"only"? Game development is actually a HUGE market.

Just in case you haven't read my numerous postings here in the boards about NT ignoring the game-dev market....I was being sarcastic there. :hey:

11-14-2011, 10:32 AM
In movie from friday event we can hear about loading LW scenes in Unity.

Can someone with LW 11 check this and things in "Lightwave11.0/support/3rdparty_supoort/Unity3D directory" what Red_Oddity wrote higher?

GandB, in movie we han hear also that NT love game dev industry :) Even bridge with Zbrush is big smile in this direction. :boogiedow But we still waiting for big improvement UV mapping :cool:

11-14-2011, 10:48 AM
Yep; I just heard Rob say so in that video, Marcus. Wish they would convey that in a more solidified way on the site itself.

11-16-2011, 05:28 AM
ya this is good news, although using FBX works quite well.
Main question could be if this feature will consider/understand cloned objects in Unity or if (let's dream) they're directly understood as unity instances of a single prefab.
Also kind of dynamic-automatic update would be cool.

01-14-2012, 07:34 AM
Does anybody know more about Lightwave 11 and Unity 3D?

01-14-2012, 01:51 PM
Would be nice to see screenshots and videos of this in action.

01-14-2012, 02:40 PM
Yeah I would like to see any of the other cool new features like maya cam match, anything regarding improvement to the shading and LWF, anything that it's not a bunch of bricks dancing around:)

01-15-2012, 12:02 AM
It seems pretty clear that they don't respond to user/member requests about Unity and LW11 here. I've given up asking.

01-15-2012, 08:27 PM
The LW/Unity scripts work great! I'm glad nt is on board with game dev. The future is good!

01-15-2012, 09:11 PM
Wow, a bi-polar thread!

01-19-2012, 08:13 AM
In pre-relase LW 11 (\support\3rdparty_support\Unity3D\Editor\...) we have two Unity scripts.
After import them in Unity it's showing new bookmark "LightWave" and inside "Choose LightWave install path".
I move *.lws to "Scenes" catalog in project, script don't show any errors during import scene file but I don't see new *.fbx in Unity. I thing after cheking script code, it shoud do that.

Do anyone check this?

01-19-2012, 02:04 PM
And did you choose your LightWave install path? That's the folder that all of LightWave folder are in (bin, docs, include, ntcodec, sdk, support). Also, when using Unity you need to be sure you are using a standard LightWave content directory with its usual directories of Images, Objects, Scenes.


01-19-2012, 03:49 PM
Yes I choose install path. Please answer somebody who for sure check this already. It would be nice to save time in play with this. It was reason why I upgrade from 10.1 to 11. But I am patience, using LW from 5.6 :)

01-19-2012, 05:14 PM
wow, a bi-polar thread!

:D :D :D Too funny

01-20-2012, 03:29 PM
we talking prefabs or imported fbx ... DAMN YOU LWaver's 11 damn you ...OT but remember with Unity file structure is key ,edit games industry file structure is key full stop , dont drag and drop I have seen some crazy results 3 months down the line always import them via unity direct ...

01-20-2012, 08:11 PM
I make a zipped back up of my project every couple hours when working with unity. Saved me more than once.