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Kork's Journey into Lightwave 3D
Kork's Journey into Lightwave 3D
| Name: | Ramen-sama | |
|---|---|---|
| Date Posted: | Sep 20, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Ramen-sama |
Blog post
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?

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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Submit your own resources!| Todd Pickens (Sep 20, 2006 at 22:23 GMT) |
| Fucifer (Sep 20, 2006 at 23:38 GMT) |
| James (Sep 21, 2006 at 00:25 GMT) |
| Ben Ewing (Sep 21, 2006 at 02:11 GMT) |
Looks nice :)
| Allyn "Mr_Bloodworth" Mcelrath (Sep 21, 2006 at 15:05 GMT) |
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) |
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) |
| David Montgomery-Blake (Sep 22, 2006 at 18:47 GMT) |
| Ramen-sama (Sep 22, 2006 at 21:38 GMT) |
I'd hate to wakeup with that in the morning.
| ArmedGeek (Dec 31, 2006 at 19:34 GMT) |
| Andy Hawkins (Dec 31, 2006 at 23:07 GMT) |
Lightwave Player Setup
| Ramen-sama (Dec 31, 2006 at 23:11 GMT) |
| Andy Hawkins (Dec 31, 2006 at 23:31 GMT) |
| Ramen-sama (Dec 31, 2006 at 23:33 GMT) |
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