View Full Version : Motion Capture and Lightwave

09 September 2002, 03:41 AM
I think I saw a tutorial a few weeks back about applying motion capture data (*.bvh) in LW. I can't find it anymore. Does anyone know if I dreamt of it ot there's such a tutorial? Thanks!

PS - I'm not refereing to that video on PresetsCentral

09 September 2002, 04:27 AM
maybe look and see if you can find it here:

09 September 2002, 06:42 AM
I think u saw this:
in my replay to FacialDeluxe.
Also see the page 41-43 of LW75Update.pdf
I'll recommend u to cover all tutorials on this web site.
Actually from this site i learned IK and weight maps as well as Mocap :)

09 September 2002, 03:11 PM

Thanks, had already looked there but only found the video on PresetsCentral.


That was it, thanks!

09 September 2002, 08:28 PM
With LightWave 7.5 we have added full FBX (Filmbox) support to LightWave..

You no longer need to export a LightWave scene from Filmbox.. Simply save the FBX and load it into LightWave..

Works very nice..

See Ya,
Philip Nelson

09 September 2002, 08:56 PM

What's the use for FBX support? FilmBox does export very nice LW native scenes and, as far as I know, you can only generate FBX content from within if Filmbox always supported (or as so since long ago) LW scene export why the need to import an FBX from within LW? Am I missing something?

09 September 2002, 09:01 PM
May be because u can find some Filmbox free files on the Net?

09 September 2002, 01:49 AM
Also just checked that Max 5 also exports in FBX format...gotta look what is supported in that format...maybe have Character Studio make me a quick skeleton, lay a few steps have the character walk and then export to FBX to read in LW...hmmmm...

09 September 2002, 05:47 AM
hmmm, or, how about animate in Maya, and export to FBX, then load into Max/LW/XSI and have the bone data retained, that is if you use an OBJ file.

I have seen the Maya to Max route tested and working, havent tried the maya to LW route yet on it, need to give it a whirl.

Kaydara is trying really hard to make FBX a standardized cross platform file format, and they are doing a great job so far


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