View Full Version : Lightwave to Unity 3D.

02-17-2015, 06:52 AM
Hi Folks.

Just a quick question... Is Lightwave good for working with Unity? I remember it was mentioned for Lightwave 11 I think (I'm still working with 10). Has anyone tried it? Can you move your models over fine?


02-17-2015, 07:01 AM
I can't say for sure on 2015 as I haven't gotten it yet, but 11.6.x worked just fine with Unity. I never had any problem sending over models and animations to Unity with those versions.

02-17-2015, 08:07 AM
Should work with any Lw version that can export FBX (models and animation) or OBJ (only models).

02-17-2015, 08:17 AM
From this what i already noticed working with Unity 4.5.5p5:
11.0.2 Layout FBX201200 working good (extra light and camera in fbx)
11.5 Layout FBX201200 working good (extra light and camera in fbx)
11.6 Layout FBX201200 broken normals
2015.1 Layout FBX201300 working good (also without extra camera and light)
2015.1 Layout FBX201400 broken normals (FBX 2015 version)

02-17-2015, 02:43 PM
Thanks. I'm starting to get into Unity 3D and good to know Lightwave can work well with it.

02-17-2015, 03:11 PM
It works fine, FBX is the way to go, and if you encounter any issues, try exporting via one of the older FBX versions. Primary issue is Z axis is reversed so +Z in LightWave becomes -Z in Unity.

02-17-2015, 08:26 PM
Great. Thanks for the info.

02-18-2015, 03:11 AM
I actually use LW 9.5 to export FBX to unity on some scenes that were originally for renderering then converted to realtilme, the reason for this is that 9.6 strips your UVs and only exports one. In Lw 11 two UVs get exported and often Unity chooses to use the wrong one.

02-19-2015, 09:42 AM
I use 9.6 and export FBX from Modeler, so no light or camera.
I just use 1 UV set so I never noticed one missing.
The models I export also have no animation.

07-29-2016, 09:10 PM
Can you bring in mdd or point cache animation into Unity?

07-31-2016, 04:20 PM
there is an mdd asset in unity assetstore check that out . never tried though

10-04-2016, 05:52 AM
I am trying to import multiple uvmaps into unity... and I am not sure if it is working. I don't believe so. Basically I want to have one uvmap for one material, and then be able to switch to another material in unity that uses another uvmap. The uvmaps are in the FBX file, which I have confirmed by re-importing it into Layout, but I am having trouble confirming that they are in unity. picking UV0 and UV1 in the material in unity makes no visible difference. Can anyone who has exported assets to unity from lightwave that have 2 UVsets help me with this?

10-04-2016, 08:24 AM
You need to aassign an image to each UV before exporting or it won't export the UVs.

10-04-2016, 08:52 AM
Thanks for the tip. I was actually able to confirm that the uvs did wind up in unity. But for some reason you can only select the uv map for a secondary albedo. Once I Figured that out i could confirm that both are in fact there. Now it is up to someone else to write the shader that accesses them correctly. All in all though aside from that it's all been pretty painless. Lightwave has a very good fbx export thankfully.

10-04-2016, 09:25 AM
One way to reverse the UV before exporting is to reverse the order in the surface editor. But it works unreliably if you have other surfaces/materials in that layer.

I have been tempted to learn enough about shading programming to patch all my go-to shaders to add the capability to choose the UV independently in each channel.

10-04-2016, 12:55 PM
Can you bring in mdd or point cache animation into Unity?

never mind