View Full Version : Lightwave-Blender combo..Particles to Mesh..more fiddlings, skin modifier etc

04-15-2016, 05:37 PM
Lightwave and blender combination...
another fiddling with Lightwave particles motion converted to a mesh, with the help of tibe3_Pfx2Polychain
Description..save out the particlefx to a pfx file, in modeler load it, save out to obj, import it in blender and add the skin modifer, subdiv modifier..I happened to apply it first in edit mode..so that is why I add it and then remove it..but after that it should be clear..I think.
object can of course be sent back to lightwave and refined if you would like to continue modeling on it there.


Thanks to splotchdog..

04-15-2016, 09:10 PM
This one is similar..using motion paths to shape a mesh, but not actually from particles, this time I used a simple flat quad polygon with four sides, loaded a circle motion and twisted the quad..then extracted out a motion path from the quads each vertice, this time I canīt use the tibe pfx2motion...so I used splotchdogs motion2curve instead...

Once loaded in to modeler as curves..I then converted it to edges with strandmaker, saved it out to obj format... and import to blender, apply a skin modifier on that, and this was the result..not perfect yet since the motion wasnīt perfectly looped.

The hardest part was to extract out a motion file for each vertice, had to go through softfx for that...and save out four seperate motion files, it might be possible to model this manually instead in modeler, but might be fun to know that we can either use particles motion ...or the vertices on any object to create a tube mesh from motion paths like this.



04-16-2016, 06:25 AM
Very interesting. Thanks for sharing.

04-16-2016, 08:41 AM
Very interesting. Thanks for sharing.

Thanks..yes it is, the first was easier though, the image last was way harder, I thought Initially I could use particles there too, but particles donīt follow vertices constant and fixed as I know of..so that wasnīt working, at least I tried with all settings and calculations..might have missed something though.
tried apply points to null and get motions from each null, but that doesnīt work since they were parented to a main object, so the solution was to calculate the quad with softx and make a path for each corner with the help of the node selector.

this is what it looked like after scanning the paths from each corner vertice of the quad..I might record the motion later.


04-16-2016, 08:49 AM
I could also just have used motion path extrude in modeler or curveform or rail extrude in lightwave here of course, at least for when using extracted curves..but it wouldnīt havef worked in the first sample..would have to scan each main particle and read those path to a null motion, then approach it the same way as the last sample.