bozo@Posted: Sun Aug 22, 2004 9:18 pm :
now i'm able to release this first version of the lightwave to md5 converter :)



there are three packages:


http://www.untergrund.ch/lw2md5.zip

these are the converter, two programs which use the .lws (scenes) and .lwo (models) files and create the .md5mesh and .md5anim files

for each tool you need a .lws file and a .lwo file:
- you can drag and drop a .lws file and a .lwo file over the program (with scalefactor defaults to 1.0)
- start the program with a .lws file and a .lwo file and a optional scalefactor on the commandline


http://www.untergrund.ch/lw2md5_lwsample.zip

this is a modified model from the serious sam lw toolkit, use this as a guideline

(because it was build in a small unitsetup, it needs a large enough scalefactor on the convert)

(the samplemodel is not accurately build, so additionally through the needed scale to d3 useful size, ie. the pelvis sideposition has a small shift, ...
the weighting of the legbones are not correct, because i must deleted some unsupported stuff from the original modelfile, and so it doesn't work properly now)

currently the .lworeader supported one mesh with one surface(texture) (this will be changed later) and several weightmaps
the polys must be triangles
the surfacename should be the name of the entry in the d3 .mtl file for this model
the orientation of the mesh must be like in the sample

there are one referenz .lws file to create the md5mesh and maybe several .lws files for the .md5anim's
the orientation of the model must be like in the sample
the position and rotation of the origin bone and the rotation of the pelvis bone (and lowertorso bone also i think) must be the same like in the sample, because they are changed by the tools or needed for d3 like model orientation
currently only bones are supported, no other helper, ...


http://www.untergrund.ch/lw2md5_d3sample.zip

it's a d3 testmap with the sample model+anim

place the zzz.pk4 in your d3/base dir
load the map in d3 with "map zzz"



please made me STICKY :)

[EDIT]stick-y-fried >kat<



goliathvt@Posted: Mon Aug 23, 2004 4:20 pm :
Holy shit! You are a god, bozo!

I'll try this first thing when I get home.

:D

Goliath



bozo@Posted: Mon Aug 23, 2004 4:36 pm :
but be warned: ;)
it seems to me that lw's whole bonehandling is really different and for me more difficut than with some of the other 3d prog's
when i tried und played with the bones/bonesettings in lw, i could easy break the boneshandling and than the conversion, but for sure it's also because i have no experience with lw
it seems to me, the best will be to first checkout the sample (it is also not ok as a whole, like i wrote in the first post, i must deleted some unsupported stuff from the original file, and now there are some problems with lw's weightinghandling in layout on some bones, but it goes converted right)



mac@Posted: Tue Aug 24, 2004 3:23 am :
any version restriction? lightwave 5.5 ? 3.1? 7.5 ? 8?



bozo@Posted: Tue Aug 24, 2004 10:47 am :
the version of the .lwo files are LWO2
the version of the .lws files are LWS3

lw 7 and 8 for sure work with this versions,
i don't know whether older versions also create this fileversions



aVe@Posted: Sun Aug 29, 2004 8:56 am :
(What about a sticky recall in the Lightwave forum part ? :roll: )



RedEyes@Posted: Tue Aug 31, 2004 12:48 pm :
ohoh good stuff bozo =)
anyone here know how create the setup of doom3 character (corpes and facials bones)

so its possible to use IK and goal objects to animate model with lightwave.
you must baking IK to keyframe with de graph editor.
to make this, you must select channel do you want to bake et press b bouton (baked selected curves).

\o/



aVe@Posted: Tue Aug 31, 2004 12:54 pm :
Ah mais Okayyy ! RedEyes... :twisted:

* T I L T * :idea:

RedEyes once I came back from Paris we'll dig that "setup" hole together !



Rayne@Posted: Sun Sep 26, 2004 11:24 pm :
How this will works with Camera's stuff in lightwave? I'm trying to make a custom cinematic using Lightwave, so I set up my scene, set up my camera, but then? How can I export stuff correctly to be converted?



aVe@Posted: Mon Sep 27, 2004 8:46 pm :
Have you tried lwtomd5 eventually ?

Cameras are simple pivot point animated, with scale information sent to zoom factor.



Rayne@Posted: Mon Sep 27, 2004 11:31 pm :
Ok, how cameras can be create in Lightwave? I simply create a camera, set keyframes for the animation, but I really can't convert stuff with bozo little program. Probably, I'm missing something (i'm new in Lightwave :wink: )



rich_is_bored@Posted: Fri Oct 01, 2004 7:30 pm :
Okay, so let me see if I can make sense of this...

You cannot export md5camera because the camera format is different than skeletal animation.

And because you cannot import md5mesh, you're limited to exporting new models and animations only.

This means that creating new animations for existing models is not possible. The reason being that a new animation for the player model for instance would require that you import the player mesh so you can animate the player's skeleton.

Hmmmph. :?

Well, I have to thank you for what you have put together although I really hope you've made the source available so that it can be expanded upon.



aVe@Posted: Sun Oct 03, 2004 8:51 am :
Hmmm.

Is MD5 a "readable via notepad" file format ?

In that case it should be possible to animate a camera parented to a bone and copy-paste datas to D3 cameras, isn't it ?



rich_is_bored@Posted: Sun Oct 03, 2004 10:46 am :
Yes, MD5 is a plain text format.

And one possible way to export MD5cameras is to convert motion files. The problem is that I can't find any documentation on the file format for *.mot.

It's plain text aswell but it sucks having to decypher it. It's a shame because It would be so easy to write a converter too.

Here's an example of the contense of a *.mot. All I did was animate a camera and save a motion path (File > Save > Save Motion).

Code:
LWMO
3

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}
Channel 4
{ Envelope
  2
  Key 0 0 0 0 0 0 0 0 0
  Key 0 10.166667 0 0 0 0 0 0 0
  Behaviors 1 1
}
Channel 5
{ Envelope
  2
  Key 0 0 0 0 0 0 0 0 0
  Key 0 10.166667 0 0 0 0 0 0 0
  Behaviors 1 1
}



aVe@Posted: Sun Oct 03, 2004 1:40 pm :
Hi Rich,

If I remember correctly, you should have parameters for XYZ / HPB & XYZscale, a "incoming curve" date (TCB, Bezier) and a time reference, but not a frame number (like LW5.6) but a division of a second. For example, if you use 30 FPS, and are located at frame 2, the time will be refered as 2/30

Hope that helps

(And if you could make it happen, we'll use it in our upcoming project)

aVe



rich_is_bored@Posted: Mon Oct 25, 2004 9:13 pm :
Something is screwy with this exporter. Check this out. Keep in mind this is just for testing purposes.

Image

Here is my Lightwave scene. Notice that I have all three bones oriented towards +Z. This is both for the model and the initial animation.

Image

Here is the model without any animation in der_ton's viewer. Everything looks fine here.

Image

Now, here is the model with the initial animation applied. It shouldn't look like this. It should be straight like in the first screenshot.

Like in the readme, the origin bone points up the Z axis. I created weightmaps for each bone. The model is trippled. I'm at a loss as to why it's screwy like this.

Anyway, here's the files if anyone want's to check them out.

http://www.geocities.com/rich_is_bored/testconv.zip

I'm not expecting anything though because it seems like very few people are interested in using Lightwave for content creation with Doom 3.



bozo@Posted: Tue Oct 26, 2004 3:12 pm :
@rich_is_bored

i have take a look at your example and changed some things:

- turned on "use weightmaps" and "weight normalization" of the three bones
- renamed "origin" bone to "link00" and created a new bone "origin" with rest pos "0 0 0" and rest rot "0 0 0" and rest length "1" and no weightmap, all bones are "active", made bone "link00" a children of the new "origin" bone

- than the screwy bone orientations are gone but the mesh had some offset from the origin, so i tried the following (maybe they is a better/right way to fix this, but i only made a quicktest, ie. insert an additional dummy bone at the "0 0 0" before the real bones or something like this, ....)

- than i moved the "link00" bone to "0 0 0", set the keyframe, and also set the restpos (key "r") of this bone to "0 0 0"
- in the modeler i also moved the mesh, so that the bone "link00" pos is also on "0 0 0"
- than the whole thing starts at "0 0 0" and points in the z-direction,
in d3 it start at the placed pos and points in the x-direction



rich_is_bored@Posted: Tue Oct 26, 2004 6:35 pm :
Ah, okay. Thanks alot.

I thought you were dead. :lol:



aRKeycH@Posted: Wed Oct 27, 2004 7:46 pm :
I would be impressed to see a full featured exporter for Lightwave....yes really, and i can you bring many more peoples with the same opinion.
A good place to share the plugin is on the greatest plugin Site http://www.flay.com (and the LW guys are coming out of their holes ;) )
Or post ah thread on the Newtek Gamedev(or thirdparty) Forum, und you will receive much more feedback.

Please don't stop this Project!

Thanks.


When i have enough time, i will test it.



aVe@Posted: Wed Oct 27, 2004 7:56 pm :
Bozo, have you received my email about our machinima ?