View Full Version : Exporting to Maya
06-18-2009, 02:45 AM
I just wanted to know if any of you have any experience exporting from LW to Maya. I don't have a copy of LW on hand, so I don't know if it's possible or efficient.
Basically, I would like to know if LW can export animation and UV sets into Maya.
If it can't, does anyone know of a 3rd party program that can do this?
06-19-2009, 09:31 PM
Check this out...hope this helps in your endeavors. Just a basic video displaying OBJ migration to Maya and maintain UV space.
Also, you can pipeline animations through FBX format. Lightwave requires to download FBX exporter though. Do mind certain entities and understand the difference of BVH and FBX formats for exporting motion. BVH is geared for bone defined character rigs like Lightwave and Maya is joint defined in character setups, perfect for FBX formats. You can host motion data through Messiah application at www.projectmessiah.com (http://www.projectmessiah.com) or obtain Point Oven plugin. Point Oven is more sufficient on use of file implementation over hosting data through Messiah (requires Messiah application to be launched when hosting). You can also migrate .mdd files into Lightwave but I dont think Maya is capable of exporting .mdd format.
You can however, export static objects as FBX as well. What I speak of above is FBX outcomes to preserve motion from one application to another. You CAN export portions of your scene as FBX without motion and keep your UV's I think.
One might use Endorphin as well to add in BVH files onto a re-rigged joint defined setup in endorphin for Maya, then from there you export what was once BVH to FBX...that is my work around. Later Messiah will allow FBX exporting options in version 4 so stay tuned!
Endorphin to Maya pipeline: "rig was initially bone defined from Messiah and converted rig to joint defined output for Maya for Unreal Game Engine!" - sorry only show Endorphin to Maya though:
If you have a programming background, code up an exporter for FBX pipeline, an approach would be to place nulls between each bone so null can act like joint for FBX integration. I think thats how its being done for Messiah (Messiah is bone defined).
Motion capture gurus have an easy time working in FBX over BVH so the more you figure out how to pipeline it all, the more they will love you for it.
Hope this helps,
3Dementia @ www.CypherMesh.com (http://www.cyphermesh.com)
PS- if you cant view media, try downloading updated Flash media player at Adobe.
06-19-2009, 09:31 PM
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