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3 Dimensional Chat / Export from Lightwave (layout) to DirectX?

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Bangla
22
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Joined: 2nd Oct 2002
Location: Sweden
Posted: 26th Jan 2004 10:48
I have a boned, weighted mesh, animated/driven by IK's and Nulls in layout and now I want to export it to directX for use in darkBasic Pro. But how? I have tried a plugin from Dstorm called "Export DirectX" and it has worked before with the same bone hieracy but now it doesn't seem to work. Everythink looks ok in layout but exported, everything blows up! Deformed limbs everywhere! Can someone tell me how to make this work in LW or have another option/plugin available for me? Many thanks in advance!

2,4 Ghz, 512 Meg, gForce FX 5200 - and then some...
james1980
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Posted: 28th Jan 2004 03:18
i have the same problem.
indi
22
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Location: Earth, Brisbane, Australia
Posted: 28th Jan 2004 05:57
perhaps one or two vertices are not assigned anywhere to a boned structure.


Bangla
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Posted: 28th Jan 2004 12:13
Been to CGTalk and gotten a bit of up to date info on the situation about the models "blowing up" when exporting to DirectX from LW.

Seems that when you drive a bone hieracy (IK) with nulls the rotationhandles on the bones looses the rotationdata, hence the limbs goes all whack! The error isn't a faulty weighted mesh (forgotten vertex) but that the bones looks track of their positiondata. Notice that even if it's looks all right in layout, the exported model still retains the faulty data even after you delete the nulls.

This only happens if you use IK since the Nulls get's exported with the model. If FK is used and the model animated with the rotationhandles the rotationdata stays intact and the model exports fine. So as long as you doesn't add any nulls to the scene, you should be fine. (Remember that even deleted nulls mess up the mesh.)

The solution is to bake the bones, the DSTORM-plugin has that alternative, but since the nulls has already been added, the model is crap, but there are ways around. Open the general layout and select the bones with animationdata (or all the bones for that matter) and bake them (b-key). This is supposed to bake all animationdata per key/frame but I haven't gotten this to work just yet.

People over at CGTalk are trying to write an automated script to work out the baking-process, animate your model with IK and nulls, bake all bones, delete nulls and then export with your favorite exporter. I'll be back with more info and hints if I find out more.

2,4 Ghz, 512 Meg, gForce FX 5200 - and then some...
Bangla
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Location: Sweden
Posted: 29th Jan 2004 11:34
Some more news on exporting a IK-driven bone-hiearcy:

The baking option in general layout don't work with nulls but works with expressions. So if your models animation has parts driven by expressions (spine, hands ect) baking them there will work fine.

Another option is to bake the motion with LWs built in "Motion Baker" to sort things out and it should work with nulls. (I haven't tried it yet)

A third option is to download Dstorms "Bake to IK"-plugin that bakes the motiondata like the "Motion Baker" does. Haven't tried that but it can be worth checking out.

2,4 Ghz, 512 Meg, gForce FX 5200 - and then some...
Bangla
22
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Location: Sweden
Posted: 3rd Feb 2004 12:32
Another update for those LW-users having problems with a boned and weighted IK rig, driven by nulls:

Tried the Dstorm-plugin to bake the bones, delete the nulls and then export and what do you know; it actually works! Just take care that all bones in your skeleton in parented unless they are ancors, ie. do not parent any bones to the mesh. Or you will loose rotationdata. So spend some time setting up a decent rig, get the "Bake to IK"-plugin from Dstorm and you'll have no problemo!

And on a happier note that has nothing to do with nulls or bones; ordered the LW[8] upgrade today! Joy!

2,4 Ghz, 512 Meg, gForce FX 5200 - and then some...
MikeS
Retired Moderator
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Location: United States
Posted: 4th Feb 2004 00:25
I'm having the same problem with my meshes made with Truespace. There is a way to get the IK animations into a direct X file, but I've yet to succeed.

Here's the tutorial.(In truespace, but principles should apply to LW)
http://www.theothersideworks.com/ts.htm

If this works for you, please post and tell us the secret.



A book? I hate book. Book is stupid.
james1980
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Posted: 4th Feb 2004 01:17
so far nothing works i tried truespace 5.1/6.5/6.6, maya5.0.1, max4.0, gamespace1.1, lightwave 7.5 and no luck just alot of wasted time.
walaber
21
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Location: Los Angeles, CA
Posted: 4th Feb 2004 08:27
i think it's kind of funny that all of these big, expensive, professional programs are such a pain in the ass...

I bought milkshape and within 2 hours I had a mesh-deformed bone-animated .x model up and running in DBPro

but lots of people here use MAX, Lighwave, etc. I'm sure somebody knows what to do...

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia Ti4200 AGP 8x 128MB
indi
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Posted: 4th Feb 2004 08:37
haha walaber me 2 me 2 and i bought character fx and unwrap3d and its a breeeeeeeze.


walaber
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Location: Los Angeles, CA
Posted: 4th Feb 2004 08:39
is CharacterFX really that good? Milkshape supports animation, so I'm tempted to just stick with that (sorry to hijack the thread)...

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia Ti4200 AGP 8x 128MB
indi
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Location: Earth, Brisbane, Australia
Posted: 4th Feb 2004 09:35
yeah it helps with milkshape for animation. it extends milkshapes aniamtion abilites as it can read the file straight in along with other files. unwrap 3d was a total bonus with its 3d media import export abilites, uv wrapping has never been so enjoyable.


james1980
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Posted: 5th Feb 2004 07:32
@walaber

how is your animation typed in DB?(just need that one line.)
i may be doing this wrong is it one animation where you list the frame or where you list the animation.
walaber
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Posted: 5th Feb 2004 08:40
i just use the built-in commands

play object

loop object

....although I've also built my own animation player system that's indepentent of frame rate, using the "set object frame" command.

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia Ti4200 AGP 8x 128MB
Bangla
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Location: Sweden
Posted: 5th Feb 2004 17:42
Yeah, it's funny that inexpensive programs like Milkshape has no trouble whatsoever to export to .x! I used to use that too until I noticed that it didn't support soft-weighted meshes. And you can only animate in FK. But hey! That's not bad for a 20 dollar program!

2,4 Ghz, 512 Meg, gForce FX 5200 - and then some...
james1980
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Posted: 6th Feb 2004 03:45
OMG!

all that stuff i did and only needed "set object frame"...how stupid do I feel.

it works now.
MikeS
Retired Moderator
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Location: United States
Posted: 7th Feb 2004 02:34
HOLY CRAP!!!

I just got Truespace5.2 working!!!!!

I love this program Everything is now working and it's so easy to create animations and reuse them later on.

WOOOOOOOOOOOOOOO

A book? I hate book. Book is stupid.

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