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Tony3d
01-27-2018, 06:01 AM
Hi all, how can I turn Lightwave solid models into this? As a model not a rendering139789

Wade
01-27-2018, 06:47 AM
Export an STL file and print on 3D printer. If you don't have access to one you can send the file to "shapeways" or some other place who will print it for you and ship back. Seval online store can print in anything from plastic to metal.. Hope I am understanding what you are asking.
https://www.lulzbot.com/about-lulzbot-3d-printers https://www.shapeways.com/
https://www.matterhackers.com/?gclid=CjwKCAiA47DTBRAUEiwA4luU2QTvJwO5AnbccJJ5ipm y7ymCTtb1xxSCjqnURpdf5BBQYXG0VJXMrhoCj1QQAvD_BwE

hypersuperduper
01-27-2018, 07:11 AM
If you just mean geometry and not rendered lines (vs an actual physical object) The easiest is probably just to take it into blender and use the skin modifier. This takes the edges of a mesh and makes them solid tubes. You can then apply the modifier and send it back to lightwave. It should take you all of about of 10 minutes even if you are completely unfamiliar with blender.

Within modeler
Select all faces > chamfer > delete selection > thicken might also work.

Tony3d
01-27-2018, 07:30 AM
Ok, so using Blender I can take a solid model, and make into a lattice looking model? There is no way of just doing in Lightwave then correct? I’ll give what you suggested a try.

hypersuperduper
01-27-2018, 07:42 AM
Ok, so using Blender I can take a solid model, and make into a lattice looking model? There is no way of just doing in Lightwave then correct? I’ll give what you suggested a try.
yes, the skin modifier in blender does exactly that.


I just tried it in modeler using the following steps
in edge select mode:
use chamfer with nothing selected, press enter.
convert edge selection to poly selection, delete.
thicken.

it works, but the blender method works better i think.

update. just tried the skin modifier in blender. It gets pretty slow if the mesh is too dense, so your mileage may vary. modeler might be as good, really. simply because the performance is better.

starbase1
01-27-2018, 08:46 AM
There's an old script called TRUSS2 which will replace polygon edges with cylinders, (and optionally balls at the joints), but these overlap and would not be suitable for 3d printing. I've often found it handy though.

prometheus
01-27-2018, 09:11 AM
yes, the skin modifier in blender does exactly that.


I just tried it in modeler using the following steps
in edge select mode:
use chamfer with nothing selected, press enter.
convert edge selection to poly selection, delete.
thicken.

it works, but the blender method works better i think.

update. just tried the skin modifier in blender. It gets pretty slow if the mesh is too dense, so your mileage may vary. modeler might be as good, really. simply because the performance is better.

I love the skin modifier for similar things like this in blender, But..that is not the modifier you want in this particular case, you want to add the wireframe modifier in blender, that should do it, truss plugin for lightwave is not really worth it in such case.

Save out your object to obj, and import that to blender, or save as lwo, though you need to check lwo import addon.
The cool thing here with blender, that is that you can go back and change thickness at any time, or add additional subdiv modifier to smooth the mesh etc, as long as you conīt collapse the modifiers.
That can be done as a final process when you need to print it.

http://forums.newtek.com/attachment.php?attachmentid=139790&d=1517069808

hypersuperduper
01-27-2018, 09:30 AM
I take it the wireframe modifier is faster than skin? Does it add subdivisions in between the connections like skin? Because if it doesn’t then it’s almost better to just do chamfer>delete>thicken in modeler. Because if you are dealing with lightwave meshes that is ultimately faster.

Tony3d
01-27-2018, 09:43 AM
Ok cool. Thanks!

Sensei
01-27-2018, 10:15 AM
Hi all, how can I turn Lightwave solid models into this? As a model not a rendering

I showed similar effect in this video tutorial:

https://www.youtube.com/watch?v=g9UtAssTOtw


https://www.youtube.com/watch?v=g9UtAssTOtw

erikals
01-27-2018, 10:36 AM
hi, this might be good enough, depending >


https://youtu.be/C8sCtgjapOA

prometheus
01-27-2018, 11:21 AM
I take it the wireframe modifier is faster than skin? Does it add subdivisions in between the connections like skin? Because if it doesn’t then it’s almost better to just do chamfer>delete>thicken in modeler. Because if you are dealing with lightwave meshes that is ultimately faster.

Waay...faster, if you add skin to the simple monkey mesh, it starts to choke..and wait a long time before finished, with wireframe, itīs almost instant.
Neither skin modifier adds any controllable subdivision segments between connections, skin adds cross segments for each edge, but itīs not controllable within the skin modifier ..it is what it is based on uniform length, the wireframe modifier, it can not work on edges, you apply it directly on a poly mesh, so a box will only get a box wireframe without subdivisions on the segments, but thatīs not really an issue, as I said before, just add a subdivision modifier on top of the wireframe modifie and either choose simple subdiv for segment increasement only, or choose catmull clark to smooth the segmenst...see my image.

Though I think you highlight an issue, that when adding subdiv modifier on top of this, it also makes divisions on all axis, which you may not want, and that is different unlike the skin modifier.

jeric_synergy
01-27-2018, 11:26 AM
IIRC, in the "neuronal mesh" discussion, Joe Poe :bowdown: came up with some super-slick way to achieve such meshes. Good luck in finding it.

hypersuperduper
01-27-2018, 11:30 AM
I know the cross sections aren’t adjustable in skin, but since it does make them at a standard size you get an effect closer to the image that the op posted. With subdivision after wireframe you get big round holes instead of smooth lines. But boy is that wireframe modifier fast!

prometheus
01-27-2018, 11:34 AM
I know the cross sections aren’t adjustable in skin, but since it does make them at a standard size you get an effect closer to the image that the op posted. With subdivision after wireframe you get big round holes instead of smooth lines. But boy is that wireframe modifier fast!

If you wanīt to avoid the big round holes, you add the subdiv modifier as simple first, then add a second subdiv modifer set to catmull clark, that will give you smooth connections in the junctions while maintaining pretty straight connections.
http://forums.newtek.com/attachment.php?attachmentid=139791&d=1517078216

hypersuperduper
01-27-2018, 12:22 PM
If you wanīt to avoid the big round holes, you add the subdiv modifier as simple first, then add a second subdiv modifer set to catmull clark, that will give you smooth connections in the junctions while maintaining pretty straight connections.
http://forums.newtek.com/attachment.php?attachmentid=139791&d=1517078216
Yeah that’s not quite right either. Bidirectional subdivision gives you the wrong profile for the tubes. Skin with subdivision looks EXACTLY like the image that was posted. I wonder if you could just skip the subdivision and do a smoothing operation with sculpting with dynamesh (or whatever blender calls it) or would it choke?

prometheus
01-27-2018, 12:45 PM
Yeah that’s not quite right either. Bidirectional subdivision gives you the wrong profile for the tubes. Skin with subdivision looks EXACTLY like the image that was posted. I wonder if you could just skip the subdivision and do a smoothing operation with sculpting with dynamesh (or whatever blender calls it) or would it choke?

thereīs not dynamesh in blender as I know off, if not some additional addon is out there that I am not aware of.
Maybe you mean multires modifier? that will simply do almost the similar as subdiv catmull clark, but it is specialized to work with sculpting and setting various levels for sculpting, preview and render, and it also comes with various ways of subdive and deleting higher levels, as well as jumping back and forth and also applying a lower base shape to that higher sculpted res level, but in essence the same kind of subdivisions.

thereīs also remesh modifier, which I now see that is what you Probably refered to...check image, yes it adds better divisions and yet keeping it simple, the octree depth and scale is very sensitive and needs to be balanced between them two, but then after that you can run a subdiv modifier to smooth it out even more..




http://forums.newtek.com/attachment.php?attachmentid=139796&d=1517082311

http://forums.newtek.com/attachment.php?attachmentid=139797&d=1517082434

hypersuperduper
01-27-2018, 01:10 PM
thereīs not dynamesh in blender as I know off, if not some additional addon is out there that I am not aware of.
Maybe you mean multires modifier? that will simply do almost the similar as subdiv catmull clark, but it is specialized to work with sculpting and setting various levels for sculpting, preview and render, and it also comes with various ways of subdive and deleting higher levels, as well as jumping back and forth and also applying a lower base shape to that higher sculpted res level, but in essence the same kind of subdivisions.

thereīs also remesh modifier, which I now see that is what you Probably refered to...check image, yes it adds better divisions and yet keeping it simple, the octree depth and scale is very sensitive and needs to be balanced between them two, but then after that you can run a subdiv modifier to smooth it out even more..




http://forums.newtek.com/attachment.php?attachmentid=139796&d=1517082311

http://forums.newtek.com/attachment.php?attachmentid=139797&d=1517082434

I was thinking of dyntopo. remesh suffers from the same issues as skin. it chokes on too much detail. on higher res meshes I think the best results might be modeler chamfer based. it takes a while to process, but it gets it done and it is predictable. you just have to do things in the right order. basically a variation on what erikals suggested.
139798


update:

Wireframe modifier > apply > edit mode > select all > bevel > subdivision modifier works very well in blender as well. probably best solution so far.

139799

prometheus
01-27-2018, 02:04 PM
I was thinking of dyntopo. remesh suffers from the same issues as skin. it chokes on too much detail. on higher res meshes I think the best results might be modeler chamfer based. it takes a while to process, but it gets it done and it is predictable. you just have to do things in the right order. basically a variation on what erikals suggested.
139798


update:

Wireframe modifier > apply > edit mode > select all > bevel > subdivision modifier works very well in blender as well. probably best solution so far.

139799

yes I just noticed, too slow, and I agree..I figured that out as well, bevel for smoother connections..especially set to depth, then subdiv modifier.

Tony3d
01-27-2018, 10:46 PM
Thanks for all the info guys. I can’t believe Lightwave doesn’t have a better way to do this. They should also have a tool to make screws, and nuts.

erikals
01-28-2018, 08:35 AM
They should also have a tool to make screws, and nuts.

yes, there is one in LW2018, but needs finishing


https://youtu.be/UoFcSU3M4L0

Qexit
01-28-2018, 09:50 AM
yes, there is one in LW2018, but needs finishing

there is actually an entry for Quickbolt in the LW 2018 documentation:

https://docs.lightwave3d.com/display/LW2018/QuickBolt

Interesting that it shows the entry as having been written by Ben Vost on June 21st.....2016 :)

erikals
01-28-2018, 10:09 AM
ah, cool :)
guess they forgot to add it to the menu then...

yes, not sure who the coder is...

thanks for link  :king:

Qexit
01-28-2018, 10:19 AM
ah, cool :)
guess they forgot to add it to the menu then...

yes, not sure who the coder is...

thanks for link  :king:There's also an example to work through in the Appendices:

https://docs.lightwave3d.com/display/LW2018/Example+-+QuickBolt+QuickStart

prometheus
01-28-2018, 10:32 AM
yes, there is one in LW2018, but needs finishing


https://youtu.be/UoFcSU3M4L0

Ah..thatīs a good one, should bee in new modeler features marketing I think, I completly missed this one, itīs a weight for the plus incitament of upgrading, even though it is not groundbreaking or jaw dropping in anyway.

As for the other things, yes, I love that skin modifier in blender, wish they try and implement a meshing tool for any polyline/edge/curve..also if possible for curves..non destructive as blender has itīs curve.

I wonder why this getīs missed and also other tools getīs hidden, like fill solid, and some of the destruction tools in modeler for cg booleans are hidden as well.
the fill solid tool I would like to be improved on, to have control on how many points you add, and better yet..transcend that to a fill boid with either point or particle clusters inside any kind of geometry, though the new volumetrics need to be better implemented to recognize points...which it doesnīt today.

By the way erikals...have you already upgraded to 2018?

Tony3d
01-28-2018, 10:41 AM
Is it in the Mac version?

erikals
01-28-2018, 05:24 PM
Is it in the Mac version?
not sure.

By the way erikals...have you already upgraded to 2018?
no, just testing for now. like i've said before though, LW2020 will be the real deal for many, LW2018 is a step in the right direction.

I wonder why this getīs missed and also other tools getīs hidden
my guess is that it is either forgotten, or someone ran out of time.
making a 3D app must be extremely time consuming, so some things stay behind.

jwiede
01-28-2018, 06:24 PM
Is it in the Mac version?

Yes, and seems to work "fine", though my testing was minimal -- strongly recommend saving before/after.

By default, Utility->Additional->QuickBolt, IIRC.

jwiede
01-28-2018, 06:37 PM
my guess is that it is either forgotten, or someone ran out of time.

Bug reported.

If they went to the trouble of implementing (or integrating) a tool, tested it*, even documented it, then failed to "usefully" incorporate it into the UI (as seems to have happened), that's a bit of a planning/process "red flag".


*: Seems like if it were tested, it's absence from the UI would have been noted/fixed, so it might not have been tested much.

jeric_synergy
01-29-2018, 06:40 PM
A simplistic application of the SKIN modifier in Blender on the default monkey primitive resulted in, well, not much.

I must have missed some steps. (But B is so painful, I haven't yet recovered enuf to try again...)
139847

prometheus
01-30-2018, 11:12 AM
A simplistic application of the SKIN modifier in Blender on the default monkey primitive resulted in, well, not much.

I must have missed some steps. (But B is so painful, I haven't yet recovered enuf to try again...)
139847

yes you missed some steps...

First, the scale of the monkey is to small, or I should perhaps say, the skin scale is HUGE...so you need to either scale the monkey up, or scale the skin down, by first selecting the edges in edit mode, then ctrl-a to scale skin (not scale edges)
Secondly, you need to check mark root while in edit mode, that will make each vertex a root, that is the main thing, but the scale will be too large if you do not fix what I said initially.

A problem here is that you simply can not use ctrl-a to scale the skin, it becomes so slow and is likely to freeze blender, so you need to scale your object up initially then apply skin, so it is hard to get the right thickness scale.

http://forums.newtek.com/attachment.php?attachmentid=139856&d=1517335931

prometheus
01-30-2018, 11:16 AM
and once the skin modifier is at desired scale, apply the skin modifier so it is removed, then you can add subdiv modifier without blender freezing...

we can also export out genoma rigs as obj, and skin it with skin modifier, adjust skin, or sculpt on it, then save out to obj and reload to lightwave, it fits in scale with the genoma rig.




http://forums.newtek.com/attachment.php?attachmentid=139857&d=1517336194


And while we are at it..some commercials, some old blender skin stuff....check the whole lightwave-blender skin modifier playlist..https://www.youtube.com/playlist?list=PLdaQ-nxd0g2dM40IQ-J3c1Or4Cm6i1t8F

https://www.youtube.com/watch?v=kC_CWqtFPaE&list=PLdaQ-nxd0g2dM40IQ-J3c1Or4Cm6i1t8F