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Thread: Is it possible to send objects modeled in maya to lightwave for rendering?

  1. #1
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    Is it possible to send objects modeled in maya to lightwave for rendering?

    Can you open maya objects in lightwave, including textures that were applied in maya?

  2. #2
    Super Member Kryslin's Avatar
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    I think you can, but transferring texturing and surfacing across packages is problematic .mb files are proprietary, and I tried exporting to .ma for a project (which turned out to be really difficult to get working).

    I would suggest making sure your model is UV Mapped, then bake out your texturing (Color, Gloss, Specularity, Bump, Normal, etc.), apply that to the model, then save that out as .Obj, .Dae, or .FBX to transfer to Lightwave.
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    Maybe you try this, but i think no uvmaps are supported -> https://origamidigital.com/cart/inde...&product_id=52
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    can animations and models be iteratively updated? maybe with new fbx interchange? or is that a pipe dream?

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    www.Digitawn.co.uk rustythe1's Avatar
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    Quote Originally Posted by gar26lw View Post
    can animations and models be iteratively updated? maybe with new fbx interchange? or is that a pipe dream?
    there must be some method as back in the day many studios model and render in LW but animate in maya, I think even zoic may have done that with BSG if I remember reading somewhere. perhaps it was simply done with MDD?
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  6. #6
    Quote Originally Posted by rustythe1 View Post
    there must be some method as back in the day many studios model and render in LW but animate in maya, I think even zoic may have done that with BSG if I remember reading somewhere. perhaps it was simply done with MDD?
    Try with Alembic files or even openVDB files.
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  7. #7
    Eat your peas. Greenlaw's Avatar
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    I normally use FBX to transfer the objects with UV maps and basic texture maps. You're going to have problems with procedural textures unless you bake them down. FBX is also good for transferring camera animation/settings, and lights (positions at least.) With FBX, you can also transfer bones animation but you'll probably need to bake the keys. As a general rule, you're going to want to bake all of your animation keyframes. (FBX has an option for that.)

    If you want the deformations in LightWave to match exactly what you see in Maya, then you need to bake it using Geometry Cache. This data is compatible with LightWave's MDD readers, and this is a typical workflow when you're using Maya to animate for LightWave. (Alembic should work for this too. See below.)

    If you want to use LightWave's rig deformations instead of Maya's, you can use FBX to import just the bones animation keys directly to your LightWave rig's bones (using the Merge Only Motion Envelopes option.) This is typical when you're using another program to capture or edit mocap data for Lightwave.

    I mainly use FBX when I want to get bones and camera data into Lightwave from other programs, and Geometry Cache from Maya for deformations. I don't normally surface objects in Maya so I haven't paid much attention to how well surfaces come across, but I know UV maps and basic surface properties as described above do come through.

    I don't have much experience with Alembic but it's another good way to get data from Maya and other programs to LightWave. I believe it's primarily using point cache instead of bones, which is suitable for many situations. For example, I've worked with artists who use Alembic to transfer water simulations to Lightwave.

    The above is about the limit of my knowledge for Maya-to-LW workflows, and I imagine there are other techniques I'm not aware of. Hopefully users with more experience will pop in with more answers.

  8. #8
    Could try this new plugin where you can copy and paste between applications.. https://evermotion.org/articles/show...d-applications
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  9. #9
    Eat your peas. Greenlaw's Avatar
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    Oh, the above info I posted is mainly for 2015 and earlier but I think 2019 should be similar. (I still don't have a lot of 2018-2019 experience yet because we're still mainly using 2015 at work and migrating very slowly to 2019.)

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    Super Member JohnMarchant's Avatar
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    Here is the actual Github for OD Copy/Paste by Oliver Hotz https://github.com/heimlich1024/OD_CopyPasteExternal
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