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brent3d
09-10-2005, 03:47 PM
CharactertStudio to Lightwave Tutorial/ Finished (http://mysite.verizon.net/vzeot0dj/alleyne3d/id15.html)

3D StudioMax 7's CharacterStudio works with Lightwave! Check out the tutorial.

Brent Alleyne
3D Animator

Gui Lo
09-10-2005, 06:58 PM
Brilliant!
... and now to play.

brent3d
09-10-2005, 10:06 PM
Good. Now spread the word. Messiah and MotionBuilder users may want to check this out.

Brent Alleyne
3D Animator

operation
09-12-2005, 05:06 AM
hi,

Thank you very much, very helpful.

:thumbsup: :D

Dodgy
09-12-2005, 05:28 AM
A cool use for my plugin :) Wow :)

cresshead
09-12-2005, 06:33 AM
nice one!

cheers for that, i'll have a look into that

:thumbsup:

steve g

LW3D
09-14-2005, 03:38 AM
great tutorial... thanks a lot..

MiniFireDragon
09-14-2005, 02:07 PM
One thing you should note in the tutorial (and I don't know how many people know this) lightwave ALWAYs imports objects in METERS! Even if you have a DXF file you drew in Feet in AutoCAD, it will bring it in as Meters. Even if the format in Lightwave is Feet, it brings it in in meters. So all you need to do is scale the object down by .3049 to get it very close to what it should be in Feet (as in, the amount of offness is to small to see).

I bet if you scaled those bones up in the scene by 3.28 they would fit. :)

brent3d
09-14-2005, 03:07 PM
Interesting point MiniFireDragon. But it should be noted that the "MG: Nulls to Bones" transformed skeleton and the mesh object that the "FBX LW Import" plugin saves in the content directory are based on the actual scale of the original LW character mesh used to export to Max. In other words, no matter what difference in unit scale LW is to Max, your LW character mesh should always come back the same scale it went out as. So go ahead, build a scene, import-export your character, do some MotionMixing with CharacterStudio, follow the basic steps of how to import back into LW, and everything should be good to go. Good Luck.

Brent Alleyne
3D Animator