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View Full Version : Has your company made any inhouse LW plugings or scripts?


private
05-25-2003, 02:37 PM
Do you work for a company in which you or another member of your team has made any inhouse tools to extend Lightwave's capabilities?

If you can't release them, could you at least post what tool (plugin or Lscript) was made and how it really sped up your workflow or really enhanced Lightwave?

lightwolf
05-25-2003, 04:49 PM
Hi private,
Yes, mostly C plugins.
Some have been released, some haven't because they will either go commercial, or are in no state to be fit for public release (i.e. buggy, handle with care stuff).

* Depth of Field custom tool (included in LW7.5)
* InfiniMap/Terrashader (unlimited, disk based tiled texturing with LOD, to be released commercially). Used for Tour de France visualizations in 2000 and 2001.
* a sped up GroundFog (experimental)
* Varous little tools for LW 5.6 for the production of "Ring of Fire" (there was a blurb on flay ages ago...), including a dope sheet image editor for frame sequences including a proxy mechanism.
* kupercontrols motion control import/export/interactive control tools (to be released commercially).
* panorama renderer (might be released for free)
* .stl import for CAD data, a limited beta is available, might be released for free.
* Snowshader, unfinished but used for a couple of still, will not be released soon.
* a couple of other little hacks, mostly layout stuff.

Cheers,
Mike

CTRL+X
05-25-2003, 06:14 PM
Varous little tools for LW 5.6 for


Were they ever made available on flay? or are they still proprietary?

lightwolf
05-25-2003, 06:20 PM
Hi Ctrl-X:
http://www.gadget.de/garage/plugins/lwgv1/lwgadget.htm

Don't ask me why we still have that old page up, but there is is :thumbsup:

Mind you, they are flaky under 6.x+, and don't ever click on the about button :shame:

I tend to do lots of proof of concept stuff, and then never finish the ui and the load/save stuff (which seems to take the most time for simple plugins).

I am switching to C++ though, so that might speed up the development process once I get my base classes done.

Cheers,
Mike

CTRL+X
05-25-2003, 06:26 PM
Thanks Mr Wolf!!!!

:thumbsup: :thumbsup: :thumbsup:

lightwolf
05-25-2003, 06:36 PM
You're welcome Mr. X :beer:

Actually http://www.gadget.de/garage/tutorials/rof/rof_makingof.htm this is still around as well, it shows the in-house dope sheet for Ring of Fire.
Brings back memories... :rolleyes: ;)

HowardM
05-25-2003, 06:47 PM
Does LockNRelease work with 7.5b and PFX!!!!?
:)

lightwolf
05-25-2003, 06:52 PM
Hi Howard,
to be frank... with 7.x may be, with PFX no, sorry :shrug:

You want something to change the playback speed of particles, right? There is no solution I know of. I think the PFX file format is documented somewhere though, so one could hack something together... (I'm too busy now...)

Lock'n'release was written to match the movement of image sequence mapped objects to the mapped images (most of the stuff for RoF was hand animated by twos or threes, so we had to render every frame. To sync the movement of the objects with the sequence I had to write the plugin. It would have looked awkward if a walk cycle hand animated on threes would sit on an object that moves across the scene on ones).

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