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View Full Version : From LW to MB and back again a how to


tpe
07-28-2003, 09:08 AM
Many thanks for the great skeleton.

Some people seem to be having some problems getting it in and out of LW and MB

Here is a little how to for thoes that are having problems

You need lightwave, motionbuilder 4.x+ and the latest motionbuilder plugins and last but not least for this to work 3Ddaves LW MB skeleton rig http://www.cgtalk.com/showthread.php?s=&threadid=65961

In LW Modeler

Make character in T pose
Open 3DDave's Skeleton.lwo into layer 2
Press ctrl F5
Double click layer 2
Rename to "*skeleton"
Adjust bones to fit character in poit mode with symetry on
Save file
Select weight shade render style in perspective viewport
Select both layers
select map>weightand colour>more>bone Weights, set 0 for threashold and clip
Select some points
select the apropriate weight map
click on Map/General/setmapvalue
set the apropriate value in box 1
Repeat as necessary

save your work


Send the object to lightwave

In layout add>Bones>convert skelegons to bones

select object layer one

Shift B for bones
p for item properties
select use bones from layer 2 *skeleton
make sure scene/parent in place is active
make hips the parent of Right_Leg_Link and Left_Leg_Link (hit F1 select it hit m and select head as parent)
make Head the parent of Right_Eye and Left_Eye
Select each bone in the scene builder
hit m to bring up the bone properties
Make sure each bone has the correct weight map
set the bone to use weight map only
turn off multiply strength by rest length
Add a null called Character_Ref_Null at the 0,0,0 origin


Your character is now bacically mapped


Export to motion builder

Scene/Generics/ExportFBX

Open Motion Builder

select character from the asset brouser and dragg onto Character_Ref_Null
click on characterise
Rename the character to something apropriate "my new guy" by right clicking on the character in the navigator

Save the scene

dragg a motion from the asset brouser to the preview pain and import the motion
double click the my new guy in the navigator and select the character settings tab
change input type to character input
change input source to the animation skeleton you have just added and check the active box

Save your scene by the name of the animation

Exporting back to lightwave

Use the same scene you have open for exporting to MotionBuilder
In the navigator window select LWS:_FXB_Root_
Right click and select branch
In the key controlls window select Animation plot all properties check plot all takes and cllick on plot
from the file menue select save selection
check all the options and save with an apropriate name

In Lightwave Layout select scene/generics/mergeFXB
select the apropriate motionbuilder scene file that you have just saved

click ok a couple of times

thats about it




tpe

sensai2nd
07-28-2003, 03:03 PM
cool lil' how-to . . .

however, I don't believe MB supports LW's "use weightmaps only" option. Well, not that I've ever had any luck with, anyhow.

I just make sure, when exporting from LW, to make the bone influence 64 or greater. Then when I merge the scene back into LW, I can switch on weightmaps only.

Is there something I'm missing here?

Peace.

tpe
07-28-2003, 06:25 PM
sensai2nd many thanks, i am sure there are loads of things wrong, like i havnt played with the save as or plotting, but it seemed that every other post was on the same thing, whatever it is just everyone elses replies compiled into one.

As for those dasterdly weightmaps in LW, they are easiest to sort out with weightmap only option checked, and motion builder picks them out just fine (or at least it picks up all my mistakes perfectly every time :P). If you get glitches with them it is almost certainly the way it is set up in lightwave. if one bone does not have the option checked it will affect all the other points in the model, and it is a right pain going through the hundred odd bones or whatever in a model to find the culprit, but it is worth it in the end as you can get much better controll, but you will have to make sure that every single vertex has a weight defined or it goes horribly wrong.

tpe

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