Kork's Journey into Lightwave 3D
by Cinder Games · 09/20/2006 (3:09 pm) · 15 comments
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?

About the author
#2
09/20/2006 (4:38 pm)
Cool! I cant wait to see finish product. Keep up the good work.
#3
09/20/2006 (5:25 pm)
Brilliant!
#5
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.
09/21/2006 (8:05 am)
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.
#6
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.
09/21/2006 (2:43 pm)
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.
#7

Alright, i got animations actually working.
Well cept the fact the bone rotations are off.... :P
That's one of the death animations btw....
09/21/2006 (8:24 pm)

Alright, i got animations actually working.
Well cept the fact the bone rotations are off.... :P
That's one of the death animations btw....
#8
09/22/2006 (9:27 am)
very nice ramen.. :)
#9
09/22/2006 (11:47 am)
Here we have the OrCrotch, a rare specimen indeed. Some people fear syphillis, but in TorqueVille, they fear OrCrotch.
#11
12/31/2006 (11:34 am)
Nice work. I've also moved to lightwave and would love to see more reference work for torque.
#12
Lightwave Player Setup
12/31/2006 (3:07 pm)
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
#13
12/31/2006 (3:11 pm)
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?
#14
12/31/2006 (3:31 pm)
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 :)
#15
12/31/2006 (3:33 pm)
Alright. I'll zip up what i got and send it to you sometime in the near future.
Torque 3D Owner Todd Pickens