PDA

View Full Version : Blender Fluid - Obj Sequence



tcoursey
08-12-2013, 02:16 PM
Looking for a good way to work with the blender obj sequences that the fluid sim puts out. In particular a way to adjust the surface of the entire sequence of obj's, or save them as lwo's. There are some hit and miss things on older versions of LW and Blender around, but haven't seen anything recently.

Someone have a work flow or seen something?

nickdigital
08-12-2013, 02:20 PM
You could load up all your objects into Modeler or Layout, then in Surface Editor set the mode to Scene. Then you can edit all the surfaces as one (assuming the surface name is the same).

There's also this.
https://www.lightwave3d.com/assets/plugins/entry/surf-rep/

There might be other options too as this is a common topic for people working with RF or obj sequences from another package.

tcoursey
08-12-2013, 02:25 PM
You could load up all your objects into Modeler or Layout, then in Surface Editor set the mode to Scene. Then you can edit all the surfaces as one (assuming the surface name is the same).

There's also this.
https://www.lightwave3d.com/assets/plugins/entry/surf-rep/

There might be other options too as this is a common topic for people working with RF or obj sequences from another package.

I think the surf-rep might just work. Thanks Nick!

tcoursey
08-12-2013, 03:28 PM
hmm...ok the surf-rep plugin/exe only wants a LWO sequence as it's just for RealFlow. Any chance you know of an easy way to convert 203 OBJ's to LWO's? :)

nickdigital
08-12-2013, 04:26 PM
You could load them all into Modeler or Layout. Not sure of an easy batch process without making one via lscript.

Rollie Hudson
08-12-2013, 04:36 PM
You could load them all into Modeler or Layout. Not sure of an easy batch process without making one via lscript.

I've struggled with this too - never getting completely past the sequence - unsurfaced running in Lightwave. However, I suspect the trick (or one path) is to get the surface working in Blender (which I have not yet mastered myself yet) and then get Lightwave to correctly read that material surface info in the .obj sequence once you bring it into layout and activate the import sequence/object replacement function which makes the fluid appear to flow in Lightwave Layout.

JoePoe
08-12-2013, 07:03 PM
hmm...ok the surf-rep plugin/exe only wants a LWO sequence as it's just for RealFlow. Any chance you know of an easy way to convert 203 OBJ's to LWO's? :)


Open your .OBJ sequence in Layout using standard the Object Sequencer, then save out the sequence as .LWOs using IL Save Transformed Object Sequence ls script (http://interialabs.de/lw/lscript/).

(bunch of other cool batch process plugs there too :thumbsup:)

OnlineRender
08-13-2013, 04:44 AM
JoePoe is pretty spot on , or you could use splotchdog plugin kinda does that for you .

tcoursey
08-14-2013, 09:21 AM
Open your .OBJ sequence in Layout using standard the Object Sequencer, then save out the sequence as .LWOs using IL Save Transformed Object Sequence ls script (http://interialabs.de/lw/lscript/).

(bunch of other cool batch process plugs there too :thumbsup:)

Perfect, I'll give that a go. I ended up just doing it manually on this quick piece I only had 90 frames of animation. So it wasn't terrible. But if I was to begin using this workflow more I would NEED a batch process. Sounds like this may be the trick. Thanks everyone.

bazsa73
08-14-2013, 10:34 AM
I always wanted to try this but I had no idea where to start.

RomanS
08-16-2013, 10:21 AM
Here a Layouter script we wrote for just such a case. You can copy your surface to a hole object sequence without opening all the files...

116449

Roman

tcoursey
08-16-2013, 10:26 AM
Here a Layouter script we wrote for just such a case. You can copy your surface to a hole object sequence without opening all the files...

116449

Roman

Thanks Roman, I know it can be used by many. This topic comes up a couple times a year! :)

RomanS
08-16-2013, 10:39 AM
Here´s the project behind the script. We rendered it in Lightwave but there was no way to animate it there ;)
So we exported the animation as object sequence from another application. Is was the only way to chance surfaces efficently because the sequences were long and heavy (about 250 MB per object)...

https://vimeo.com/64726323

Roman