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Lightwave - Analysing the Model Setup


Masterchief

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So here we are again. Actually I wanted to write on this blog weekly but yesterday evening I have discovered something I would like to share with you now.

So what happened.

Well I took a look at our LWS (Lightwave Scene) Files which include all LWO (Lightwave Object) Files. Like it looks here to me, it seems that the models are animated by the LWS Files. That means we don´t have to touch the LWS Files, we just have to modify the LWO files.

A very good addition to our Pipeline is this:

Using Lightwave: Open the LWO file you want to modify, export it as an FBX 2006 file and import it to your favorite Package. I am using 3ds max as you know but you can use Maya, Blender or whatever as well (even Lightwave^^).

I know it would be easier to modify the 3d data directly in Lightwave (maybe that´s a reason to learn Lightwave^^), but with this knowlegde you are able to do it this way around using your favorite Package.

As I said next week we will modify our first LWO model. I think the Toolbox is a good start for us. Another Topic I will explain next week is the referencing method we will be using for instancing the old and the new models as placeholders aswell as the way we need to get good reference material for our new models (Screens, Wallpapers, Disc Covers and Pics).

Cheers,

Masterchief

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Indeed LWS files control animation. Depending on how much you modify the LWO file you should also modify the LWS because the LWS file may call upon a part/bone of the model that you have deleted.

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