chang Posted September 10, 2002 Share Posted September 10, 2002 I've read Calosus's post about houdini + lightwave. I also have interest on H + LW cooperation. What I want to accomplish is, level 1. import LW object, tweak surface by Houdini operators, put the obj back to LW. level 2. import LW animation, build particles on LW surface by POP, render on vexMantra. level 3. same as above, but sending back the animation to LW, render on LW. What a way to go. I wonder how tough this would be. Quote Link to comment Share on other sites More sharing options...
chang Posted September 10, 2002 Author Share Posted September 10, 2002 Task 1 was a easy one. You can import .obj by FileSOP. Export by GeometryROP. --- I'm working on Task 2 now. Can anyone point me to LW scene file description? --- I made y position key frames. Below is excerpts from LW scene file. Channel 1 # (position.y channel) { Envelope 4 # (4 keys are here) Key -0.0022952184 0 0 0 0 0 0 0.52419209 0 Key 0.52215385 0.56666666 0 0 0 0 0.029732581 0.031481557 0 Key 0.058918919 1.1666666 0 0 0 0 -0.28369987 -0.23641656 0 Key 0.002037422 1.6666666 0 0 0 0 -0.056849912 0 0 Behaviors 1 1 # (meaning pre/post behavior is constant) } Quote Link to comment Share on other sites More sharing options...
chang Posted September 10, 2002 Author Share Posted September 10, 2002 Gotcha. LW scene file format description. http://www.dcs.ed.ac.uk/home/mxr/gfx/3d/LWSC.txt or http://www.lightwave3d.com/developer/7lwsd...efmts/lwsc.html Quote Link to comment Share on other sites More sharing options...
danteA Posted September 10, 2002 Share Posted September 10, 2002 Hmm ... you might be able to take those Key commands and change them into chkey commands. See "help chkey". Also, don't forget "help chadd" dante Quote Link to comment Share on other sites More sharing options...
ivan Posted September 23, 2002 Share Posted September 23, 2002 you could dump out a series of .rib files and import the scene into Houdini using Martian Glue... Quote Link to comment Share on other sites More sharing options...
MG Posted September 24, 2002 Share Posted September 24, 2002 No need for that. We should be, at least I am, concentrating on making a MOT (LWMOT; a.k.a. LightWave Motion) interpreter. Really, just automating the manual conversion between LW and Houdini. And importing objects with textures shouldn't be such a big deal. Since LW6.* finally supports UV-mapping. And since LW7.* you can export LWO's (or OBJ's) with maps intact aswell! Quote Link to comment Share on other sites More sharing options...
Stremik Posted November 6, 2002 Share Posted November 6, 2002 Ok. How about brining LW model in to Houdini? I have a couple of .lwo files and I don't have LightWave to save them as an .obj Are there any scripts floating around that would perform conversion? Quote Link to comment Share on other sites More sharing options...
danteA Posted November 6, 2002 Share Posted November 6, 2002 I've had some success converting .LWO files into .OBJ for importing into Houdini using Deep Exploration (and just with the demo copy none less . Quote Link to comment Share on other sites More sharing options...
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