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Lightwave a good choice for Torque?

by Timothy Kelsey · in Game Design and Creative Issues · 03/18/2007 (9:55 am) · 22 replies

I am in the process of deciding which 3D computer graphics application to purchase. I would like to use the application primarily for rendering still artwork and animations, but I also would like to select a package that is compatible with Torque if possible.

Based on my primary requirements, I narrowed my choices down to Lightwave or XSI. However, there is currently no stable DTS exporter for XSI 6, so that leaves me with Lightwave.

I was hoping some artists out there could answer a few questions:

1) How stable is the LW DTS exporter?
2) Does the LW exporter work with LW version 9.x?
3) Are the any limitations of the LW exporter that I should be aware of?
4) Would you recommend using LW to create objects, character models and character animations for Torque?

I really like LW for the price point and ease of use but it seems like the majority of the artists here use 3DS Max, Maya, and Milkshape for their Torque content creation. Is LW a good choice or would I be better off to just go with the flow and use one of the three popular choices (which would be Maya or MS3D in my case since Max is more than I want to spend).

Thanks

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    #21
    10/04/2011 (8:32 am)
    Seems like support for lightwave dropped off. What happened? I was looking into getting the newest engine, but I am unsure of the pipelines for using lightwave with it.
    #22
    10/04/2011 (10:14 am)
    Pipeline is fairly simple in LightWave. You can Model and animate in LightWave and then bring it to Torque3D easily. This is achieved through .dae files unless you prefer .dts files. Then you would need the .dts exporter from David Wyand at gnometech.com.

    Support is still there but it can mostly be found on the NewTek Forums.

    LightWave Pipeline for static objects for us is:
    1. Create model in LightWave, UV in LightWave Modeler or UV Layout.
    2. Texture the model is either Photoshop, Body Paint or 3D-Coat.
    3. In Modeler rename UV to match the object name. Don't use a default UV name.
    4. In Modeler or Layout, rename Surface name. I usually make all the textures under the default surface name and just rename the default surface to the correct material name. If you create a new surface, then at export time you may have 2 surfaces that are brought into Torque3D. This sometimes happen and sometimes doesn't. It all depends on how the Collada Exporter feels, I guess.
    5. Bring in to Torque3D and have fun. Make sure your texture files and object file are in the same folder.

    When animating an object: A key thing to remember is if one part of the object has Weights assigned to it, then the rest of the object needs Weights assigned to it as well. Even if the Weight is 0%, it still needs some kind of weight map. At least in my experience lately. This usually only applies to static objects that are animated. Example would be a gate with a swinging arm. The arm will be animated and have a bone assigned to it to animate but the support poles won't. The support poles need a weight map assigned to it. Sometimes in Torque3D the part without the Weight Map will be invisible. Characters no need to worry since they have complete weight maps.

    Good Luck,
    Glen
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