View Full Version : Modeling in Lightwave, animating in AM
07-11-2005, 05:16 AM
Is there anyone modelling in other packages (for example Lightwave) and then animating in Hash AM ?
is there some way to convert poly to splines :wise: (asking too much?)
I heard about a tool by croteam, "serious modeler" that can export splines MDL through polygonal LWO objects.
Any experience on that ?
07-11-2005, 02:30 PM
JoeW has come up with a way to import LW models into A:M. It doesn't include texture import and you'll probably have to redo some of the mesh in A:M if you want your model to animate smoothly.
It is so funny how often this subject comes up. Poly's to spline.
Poly's model so much faster I think and so much easier, but spline's are so much smoother.
To bad we cannot combine the two. Poly hybrid modeller that turns out splines. That would open A:M a whole lot more. Hope that last post with the link helped.
07-12-2005, 07:01 PM
Thank you for your posts, :)
I was looking to that link and others, I did not found anyone who could maintain the quality of the original object without too much work tweaking.
I do not use the modeling tools in A:M but yes in LW that's why I cannot aford to tweak objects there.
I just want to try the animation capabilites of Hash using my models, which are very very light and don't want to subdivide them
Let's see, some workaround will come as always :thumbsup:
07-12-2005, 11:33 PM
If your models are very very light then it might be worth building them from scratch in splines. You might not find it all that difficult to do. Just draw in the major feartures and join them in a way that takes into account muscles (whilst following the rules of splines of course). If you want, I could do it for you... for a small fee :)
07-27-2005, 02:00 PM
I would import your light models, lock them and use them as a template to build in splines. will really help with understanding where they crease and how to get the flow working in AM.
Simply put there is no way to bring a poly model in and have it not break UNLESS you built it the way you would in AM. When you extrude/bevel in LW you get nice long edges that turn into nice splines. using spinquad breaks up these long lines. smoothshift and a few others also don't make clean edges as they make all new geometry. I tried various ways to model and in the end to get a clean mesh you have to limit yourself so much you loose the whole benefit of using an external modeler.
Wings does a better job with the edges but you need to bring the model into lw to export as a DXF file for AM.
08-09-2005, 02:51 PM
I wouldn't give up on the hash modeler right away. It took me about two months to unlearn what I knew about polygon modeling and learn from scratch about splinemanship. I found that the tutorials on the net were useless for this, and that the best teacher was actually looking at the Lady Goodbody model and the model of that girl in the bikini with the sunglasses. Oh, and Keekat. He's an amazing little thing.
As far as importing parts goes, if you're breaking up your polygon model into chunks (as you would with, say, a mech) it ends up not so bad to animate. Just a thought. Also, things like space ships are fine. Character stuff, though, is better off done with splines. Once you get used to them you'll find that they're actually quite nice as they do all the hard work for you after you've gotten started animating with regards to flow and such.
08-09-2005, 02:51 PM
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