Game Development Community

Soldier and Alien skeleton rig for Lightwave 3D ?

by Scott Warren · in Torque 3D Beginner · 11/15/2012 (4:31 pm) · 8 replies

I'm at a disadvantage because I use Lightwave 3D instead of 3dsMax for the Soldier Art and Alien Art packs.
To explain, I get the model as expected but without the skeleton rig.
I also have the weapons art pack and I noticed that the Duke gun includes many of the nodes that are used with the Soldier. I assume it is by design so that the soldier and alien use the same animations and same weapons in the same manner... it reduces errors with animation.

I figure that unless I build a new skeleton for the Soldier, Alien, and all the weapons that these 2 models use interchangeably, then I will have to ante-up and buy 3dsMax.

I'd like to know if there is another method to obtain the skeleton rig that is used for the Player models as well as the rigs used for the weapons or perhaps GG wouldn't mind updating the art packs to include the skeleton rigs separate from the models?

#1
11/15/2012 (4:38 pm)
Lightwave doesn't correctly import COLLADA files?

You might do well to add something about Lightwave in your post title - I know there are some Lightwave users around who can help you and they might see the title and drop in.

Also, have you looked in the Artists' Corner forum? You might have to dig a little, but someone might have posted something helpful in there.

I'm sorry I'm not more helpful on this one; I use Max myself. You might be able to import the COLLADA files into Blender and then export them from there to Lightwave?
#2
11/15/2012 (4:43 pm)
Just a question, I am at a slight disadvantage with lightwave (Have not used it since version 6 or so.) Also, I have not purchased the Alien models.

However, can you not see how things are rigged by importing the .DAE? Trust me, I know how freakin expensive a single license is for MAX and I feel your pain on that issue. (personally, I wish it was more affordable since most every freakin engine has native or near-native compatibility, I have not paid for an upgrade since 3DS 9 (not 2009...but 9!))

I am just asking so that I have a wider knowledge base as a whole.

Ron
#3
11/15/2012 (4:59 pm)
Forgive me if this isn't the right spot for the post.
I use Lightwave 3D 9.6, 10, and 10.1 but importing the FBX files gets me only a Mesh. So I tried to import the Collada file as well, but I have the same results.
I figure that 3dsMax seems the most prevalent with modeling and animation with the engine as though it's the de facto method of getting things done.
Perhaps that's just my perception and I could be wrong but the files provided are all Max or exported from Max as FBX.
The fact that I use Lightwave 3D shouldn't really be an issue, I thought, and maybe I shouldn't have mentioned it except that I can't get the skeleton rig.

I've ran through the NewTek forums search without a hit for the query.
Thought I'd come ask you guys for a little help. ;-)
I din't check into the artist corner yet.
#4
11/15/2012 (6:27 pm)
Scott,

Don't give up just yet. I am working (through the steering committee) to get .FBX support added to Torque as soon as we can. I think it's required at this point and your post helps support that. More to follow as this develops.

Ron

#5
11/15/2012 (6:39 pm)
Ron, your response is encouraging, thank you.

Just wanted to add for new readers:
FBX - Holds mapping, standard materials, rigging, animation
Pros: The only exchange format that holds rigging and animation information. A newer format, it can hold more complex material information than OBJ. Quad topology is retained.
Cons: Older versions of the FBX format often exchange model information better than newer versions.

Also, I wanted to be sure that I tried every conceivable option I have available to me... I tried the import of each FBX file supplied with the art pack, into each of the versions of Lightwave that I own.
Perhaps this really is just what Dave Mongomery mentioned in this thread:
www.garagegames.com/community/forums/viewthread/66395

Quote:Employee David Montgomery-Blake
David MontgomeryBlake
#7
08/24/2007 (8:23 am)
3DS models do not contain animation data. FBX or Collada are probably the most common formats that contain animations, though their implementation in different products can cause problems moving between products, even if the format is portable.

Thank you for your attention and effort.

Edit: I still need the skeleton to modify the root pose and additional animations.

Edit 2: @Rich, tried to import the Collada file from the FPS Tutorial in Chinatown which is where I found a Collada file to test with. The Art pack doesn't include *.dae formats but the results are the same.

I tried opening the FBX into Blender but I think I am missing a plugin? I try to avoid Blender because it seems unwieldy... more so now than ever with version 2.64.
I didn't try to open the Collada file in Blender because there is only one *.dae file I have with the Chinatown tutorial to test with. I would have tried a *.dae from the art packs if they were available but the packs are only .max and .fbx formats.

It's a mystery to me. Cannot determine if Lightwave 3D's import plugins are bad, or out of sync with the 3dsMax exporters.
I'll spend the next few days looking for answers out there in Google and various Blender releases and plugins... surely there is an answer to be found.
#6
11/16/2012 (8:58 am)
I think FBX support would be very nice.

And since FBX belongs to Autodesk there is a distinct possibility that the MAX exporter is ahead of the Lightwave importer, though those assets were exported a while back - should have been enough time to catch up.

I'm glad Ron found this one - your post is not in the "wrong place," but the artists' forum has more artists looking at it so I was guessing there are more people there who may have a solution. You could always make a post there that links back to this one, but since Ron is on it and is pretty knowledgeable you're probably fine here.
#7
11/16/2012 (10:11 am)
A correction to my post:
FBX - Holds mapping, standard materials, rigging, animation
Pros: One of two popular exchange format that holds rigging and animation information. A newer format, it can hold more complex material information than OBJ. Quad topology is retained.
Cons: Older versions of the FBX format often exchange model information better than newer versions.

And Since I was tired when I posted this last night, I forgot all about the *.dae files with the pack... they are under the Art / Game folder and ready for import to the engine with textures and scripts.

And finally, I think I'll just start saving for 3dsMax and eventually learn how to use it efficiently. I've already spent thousands on my System and various software for my hobby... might as well go get Autodesk 3dsMax.
I can't get my head around Blender. When I just open the program it appears to me as a cluttered mess of options which isn't friendly to me and in turn that gets me hostile with my mouse clicking and button mashing.. can't stand clutter.

#8
05/23/2014 (7:09 am)
Hmm... this thread is old, but as it stands now then Lightwave 3D 11.6 does support fbx files. Lightwave 3D can open(impport) fbx static meshes and fbx animations very easily with Lightwave 3D 11.6.

Blender does still not work well with fbx animations. However, Blender opens most of the static fbx meshes fine.

Just wanted to let people know.