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View Full Version : Quick File Conversion Question,,,


Caravaggio
10-08-2002, 10:17 PM
Is there a way to get a c4d file to a lwo or ase with uv coordinates intact?

I've gotten ut2003 and feel like inputing into the modding community, though epid seems to have developed an alliance with alias wavefront.

Anyway I wanted to know since the static mesh importer only takes ase or lwo, any help appreciated. (ps of course, freeware prefered)

flingster
10-09-2002, 08:45 PM
definitely seen a c4d exporter plugin to get stuff into the old unreal...i think it was that ase format youre talking about.

Can't find the link though...or the name for that matter....i'll keep looking and get back to you if i find it. Otherwise someone else might know. was release 7 plugin me thinks.

watch this space.

flingster
10-09-2002, 09:02 PM
Nar sorry i think i was talking rubbish. coffee stuff.

the link i was thinking about was
http://www.unrealized.com/leveldesign/tools.html

"Cinema 4D PluginSaver by Michael Welter
If you are using Cinema 4D from Maxon Computer you can use this plug-in to save your 3D brushes as Unreal T3D files. The author reports that these saved files often import better than Unreal's DXF importing".

dunno if it helps. however someone may be able to tell you about the old lightwave export stuff. better than i can.

there is a bodypaint to lightwave plugin (free) (bodypaint isn't free though)
"The BP<->Lightwave exchange plugin supports conversion of Lightwave models. The model is translated from Lightwave to BodyPaint 3D with the click of a button, and the results of painting & UV manipulation are passed to Lightwave with another click. Adding detailed textures to a Lightwave model has never been easier. Now supports Lightwave 6.5b and 7b" http://www.maxon.net - then follow support -plugins etc

hope this helps...and is not that far off track for ya.

Caravaggio
10-10-2002, 03:59 AM
Thanks for your help.

I remember coming across that once, I was (and am still really) a nutjob with coffee so I couldn't get it to work. Guess I might as well try again. I hope t3d's have texture mapping, that's what counts, I can get dxf's in, but of course they don't have the uv map.

Too bad I don't have lightwave.

flingster
10-10-2002, 07:42 PM
how about export from c4d as obj, what about obj files can you use them in unreal?
then get the uv stuff from uvmapper (free)?
dunno real round about job....I'm sure a few of the guyz/gurls on here us lightwave and would probably have more of a clue than me...i thought a ase file was a 3dstudio animation file? dunno sorry couldn't be more help here. :hmm:

Caravaggio
10-11-2002, 03:17 PM
I don't think obj's have uv coordinates and the maya ple they included has it's own type. :rolleyes:
I think I'll try export to 3ds, then get a friend to use his max to get that into ase (animation, but also uv, which is important).

Thanks again.

flingster
10-11-2002, 06:22 PM
Ooops, ok ya learn something new everyday.

yup i remember reading about ple and its own format....but supposedly with a watermark...so how the hell does it remove that from unreal stuff....also this unreal editor people talk about is that the maya ple or is it integrated into the editor...or is it just a whole separate entity on its own?

Can you let me know if you find any other way to do it....as I wouldn't mind having ago at getting something into unreal.
sorry couldn't be more help.:wavey:

Per-Anders
10-11-2002, 06:37 PM
i believe the unreal editor is it's own application. maya ple comes with it because one half of the companies that created ut used maya, while the other company used max and lightwave... but the half that used maya somehow got the rulling share in the distribution... or summat. anyhow it's all good, except for us c4d users who can't export while retaining prooper uv info...

if you have bodypaint i think you can send to lightwave with uv co-ordinates using the free plugin from maxon.

AdamT
10-11-2002, 08:58 PM
.obj export does preserve UV information.

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