Game Development Community

LightWave DTS Exporter v06-07-04 Released

by David Wyand · 07/05/2006 (9:02 am) · 13 comments

I've just released an update to the LightWave DTS Exporter over at Gnometech. You may grab the Windows and OSX versions from the Product page. Here's what's new:

Ground Transforms in DSQ Files
Bring on the lifelike death animations! :o) In Torque ground transforms are required for standard character death animation sequences to play correctly. They represent how the character travels (ie: staggers) prior to finally dropping to the ground. The LightWave DTS Exporter has had the ability to export a simple ground transform since the introduction of the BraveTree Tank Pack. However it was limited to animation sequences within the DTS file.

With v06-07-04 of the LightWave DTS Exporter it is now possible to include a simple ground transform within DSQ files. If you're making use of the wonderful DrewFX Skeleton Pack then you'll want to make sure you're using this version or later of the exporter. And if you're a LightWave user then you've got to get this pack. It is a great example of setting up the full suite of character animation sequences within LightWave. It also provides you access to Andy to ask your questions instead of growing cobwebs waiting for me to respond. :o)

www.gnometech.com/torque/images/lwdts/06-07-04-SkeletonOnGround.jpgDrewFX Skeleton Pack's skeleton seems to have fallen down. Poor skeleton. Note that he is conforming to the terrain.

As a refresher, here's how you set up the simple ground transform. Choose your animation sequence under the exporter plug-in's Animation tab and select the Ground tab at the bottom.

www.gnometech.com/torque/images/lwdts/06-07-04-GroundTransform.jpg
Check the Use simple ground transformation check box and enter in the final distance travelled by the character. In the example above the character staggered back half a metre over the course of the animation. It is also perfectly valid to leave everything at zero to indicate the character doesn't move.

NOTE: Ground transformations may be used for more than just death sequences. It is however the more common use.

Animation Sequence Priority
A new Priority text edit field has been added to the Animation tab and a new column displaying its value has been added to the Animation Sequences list box. The Priority animation sequence property is used in the Torque Game Engine to determine who should control a node when there is a conflict -- the higher priority sequence takes control.

www.gnometech.com/torque/images/lwdts/06-07-04-AnimPriority.jpg
It is rare that you'd ever need to make use of this but I have been asked about it every so often. I was originally going to leave it for the Professional version of the LightWave exporter but work on it keeps getting pushed out due to other commitments. So enjoy!


Gnometech Site Forums
In other news: I've become aware of a problem with the forums over at my Gnometech site. Specifically it had to do with sending out email notifications. This both affected new user registration as well as new post notifications. This also meant that I didn't know when people were posting as I relied on this notification.

I believe that this has been corrected. Yay! Unfortunately it means that if you're waiting for a new user registration email to activate your account you'll need to go back and reregister. Head over here to do so.


That about covers it for today.

- LightWave Dave

About the author

A long time Associate of the GarageGames' community. I run www.zworldo.com a free-to-play, browser based games site using Torque 3D technology.


#1
07/05/2006 (9:08 am)
Wicked!
Thanks Dave :)
#2
07/05/2006 (9:27 am)
Aswome, but when will animated UV's get in there?

Lightwave has supported them sence 7.5, and its a better aluternitive to IFL's. (texture memory size wise).

3 cheears for the best exporter for torque!
#3
07/05/2006 (9:38 am)
Great Stuff Dave!

On behalf of the LightWave users in the community, Thank You for the continuing support!
#4
07/05/2006 (9:39 am)
Allyn:
I don't know when or if animated texture uv's will make it in. I haven't researched if the method LightWave uses matches up with how it works in a DTS file.

If you take a look at the TDN DTS Feature Chart you'll notice that GarageGames considers UV Animation outdated and is only supported by 3DS Max at this time.

- LightWave Dave
#5
07/05/2006 (9:44 am)
Thanks a loooot Dave!...

registering now btw :D..
#6
07/05/2006 (9:59 am)
Awesome stuff!
#7
07/05/2006 (10:02 am)
Ths is wonderful! Thanks Dave!
#8
07/05/2006 (11:28 am)
Flippin Sweet :)
#9
07/05/2006 (12:25 pm)
Outdated!!! How can it be outdated? lol. Its a better solution than IFL's.

If you find the time, I respectfully request you look into adding this.

And if it is outdated, I would really like to hear what the replacement is and why its better.

Dosnt the BraveTree Tank Pack use UV animations? ....
#10
07/05/2006 (2:39 pm)
Tell us more about this professional version. :)
I'm hoping Triangle Stripping will be added, that with Texture animation(for like rivers), morphs would rock too.
#11
07/08/2006 (9:40 am)
nice work Dave as always ! Thanks for the release :)
Anyway...yes, UV animation could be usefull ;)
#12
01/29/2007 (11:58 am)
I think this is awesome work!
Is this still actively worked on? The forum on Gnometech seems dead.
Can we expect a update in the future?

THANKS DAVID!
#13
09/01/2007 (10:09 pm)
Thanks for supporting Lightwave users on the Mac!

The model exporter works great, but whenever I try to use the shader for Material export, i only get a long, blank horizontal window that shows up! I'm using Lightwave 8.2 on an Intel Mac.

Also, is there anywhere I can find a detailed explanation of the surface properties the model export will actually export and what needs to be considered in terms of specularity, transparency/transluceny, reflection, bump maps, etc?

Thanks again!