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Kork's Journey into Lightwave 3D

Kork's Journey into Lightwave 3D
Name:Ramen-sama
Date Posted:Sep 20, 2006
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Alright, a great many people(maybe 3) might be interested in my current side project. I've been working on getting kork into lightwave. Not just his mesh, but the skeleton as well. Having this will enable modelers/animators to use the default torque animations with their lightwave 3d created models. Well i don't have much more then that to say, I've got weight maps working, UV Maps are having to be hand edited to fix some errors during exporation..... having to manually rotate bone rotations and other stuff... i'll post more when i have a working solution. Till then... Pictures!

Here's kork loaded up in layout


Kork's UV Map


A dance move perhaps?

Recent Blog Posts
List:02/22/08 - Dynamic Attachment Update - Animated Environments
01/06/08 - Dynamic Attachment to objects
01/03/08 - 3D Painting with Modo
12/25/07 - A* Pathfinding stuffs
02/14/07 - More Platforms, works in 1.5
01/28/07 - Platforms Players can Ride Version 1.1
09/20/06 - Kork's Journey into Lightwave 3D
08/09/06 - More Lightwave stuff.

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Todd Pickens   (Sep 20, 2006 at 22:23 GMT)
HA! Good stuff. That must have been a load of fun to get working.

Fucifer   (Sep 20, 2006 at 23:38 GMT)
Cool! I cant wait to see finish product. Keep up the good work.

James   (Sep 21, 2006 at 00:25 GMT)
Brilliant!

Ben Ewing   (Sep 21, 2006 at 02:11 GMT)
4 People interested :P
Looks nice :)

Allyn "Mr_Bloodworth" Mcelrath   (Sep 21, 2006 at 15:05 GMT)
5 people.

I have been wanting a full kork skelly for a while now.........

Main reasion...so i can pull it apart.

PS: Images are supper slow to load.
Edited on Sep 21, 2006 15:06 GMT

Ramen-sama   (Sep 21, 2006 at 21:43 GMT)
Alright, i went ahead and put the images on a different host.

A quick update. I've hit a snag in the way the lightwave exporter exports... It seems to want to have a node for the mesh itself, which i noticed it not in the standard player.dts. The LW exporter needs some way to specify things node not to export the way the 3ds max one uses a .cfg for never export.


As you can see, it exports a node called root for the mesh, or it will export a node named after the mesh... but you end up with one no matter what you do. So i end up with 29 nodes instead of the 28 i want.
Edited on Sep 21, 2006 21:48 GMT

Ramen-sama   (Sep 22, 2006 at 03:24 GMT)


Alright, i got animations actually working.


Well cept the fact the bone rotations are off.... :P
That's one of the death animations btw....

Kevin Johnson   (Sep 22, 2006 at 16:27 GMT)
very nice ramen.. :)

David Montgomery-Blake   (Sep 22, 2006 at 18:47 GMT)
Here we have the OrCrotch, a rare specimen indeed. Some people fear syphillis, but in TorqueVille, they fear OrCrotch.

Ramen-sama   (Sep 22, 2006 at 21:38 GMT)
hahha Pheer the OrCrotch!
I'd hate to wakeup with that in the morning.

ArmedGeek   (Dec 31, 2006 at 19:34 GMT)
Nice work. I've also moved to lightwave and would love to see more reference work for torque.

Andy Hawkins   (Dec 31, 2006 at 23:07 GMT)
I've posted a free resource here to get people started with a main character. Not wanting to hijack your thread Ramen, I just thought Lightwave users might need assistance.... I've recently added some videos on UV mapping, weighting and more rigging...

Lightwave Player Setup

Ramen-sama   (Dec 31, 2006 at 23:11 GMT)
I was never able to get kork working properly. Due to rotational differences between MAX and Lightwave, i could never figure out the right rested rotations for the bones in lightwave. Kinda sucks. Maybe someone else might be able to give it a shot?

Andy Hawkins   (Dec 31, 2006 at 23:31 GMT)
When I get the Skelly pack upgrade out of the way, I'm going to mess around with getting it compatible with Chris Calef's Ragdoll Pack. I should stumble across the solutiion then I guess :)

Ramen-sama   (Dec 31, 2006 at 23:33 GMT)
Alright. I'll zip up what i got and send it to you sometime in the near future.

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