HOW TO IMPROVE LIGHTWAVE: Interoperability with other apps

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Old 10 October 2004   #1
HOW TO IMPROVE LIGHTWAVE: Interoperability with other apps

* By interopreability I am mean with apps like After Effects, Photoshop, Flash Dev studio etc

Ok in order to clear the air, I have decided to post a series of threads
where ideas on how to improve Lightwave can be posted in an organized fashion.
The idea is to provide an one stop place where developers (from Newtek, or independent)can come in and get ideas.

This thread along with its sister threads:

HOW TO IMPROVE LIGHTWAVE: Character Animation
HOW TO IMPROVE LIGHTWAVE: Dynamics
HOW TO IMPROVE LIGHTWAVE: Effects
HOW TO IMPROVE LIGHTWAVE: Layout
HOW TO IMPROVE LIGHTWAVE: Modeling
HOW TO IMPROVE LIGHTWAVE: Rendering
HOW TO IMPROVE LIGHTWAVE: SDK and plug-in development
HOW TO IMPROVE LIGHTWAVE: Interoperability with other apps
HOW TO IMPROVE LIGHTWAVE: Workflow
HOW TO IMPROVE LIGHTWAVE: Expressions



..will be used to provide input on ho to move Lightwave back into the forefront of CG graphics.

But in order to keep things positive (glass half full), and make it something
worth while, there are some rules for this thread:

1) STAY ON TOPIC:
Please dont provide rants, just provide your ideas.
2) NO BASHING:
No bashing Lightwave or any other app. I mean it.
3) LINKS:
If new research is pointed out, please provide links to it.
4) PROVIDE EXAMPLES:
Show us real life examples on how your idea would help you.
5) WORKFLOW
Please along with your comment, provide suggestions of how to
implement the concept or idea on the workflow. Workflow is one of the
things that make Lightwave what it is.
6) KEEP IT POSITIVE
The can do attitude is what made this community once great, cynicism is
killing it. Someone once told me "Optimism is an act of defiance".
6) NO SOFTWARE PEEDLING
I added this rule just for this one.The usual suspects know what I mean, and it is NOT
open for debate.

Thanks,
-Roberto

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Last edited by RobertoOrtiz : 10 October 2004 at 09:07 PM.
 
Old 10 October 2004   #2
Natively support 16 bit images (for Zbrush maps).
Well, about game engines = "1 click" normal map creation, and support for DX shaders creation/preview on screen/integrated (ATI/nVidia has tools for that). I think that opening the SDK will "open the way" for this kindo of features, anyway.
 
Old 10 October 2004   #3
I don't know if it's Newtek's or Kaydara's fault, but someone needs to fix the FBX plugin with 8.0.1. That would be nice.
__________________
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Michael Luscombe
(Freelance: the only way to quit your job and still be overworked.)
 
Old 10 October 2004   #4
Kaydara, as in Motion Builder, as in newly owned subsiduary of Alias, makers of Maya?

Dunno if that'll happen anytime soon...
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Joe
CG Artist
 
Old 10 October 2004   #5
Their loss. The FBX formats was one of the more important thing they acquired when they bought Kaydara. If they let it fade, or make it proprietary, it's almost worthless.

Not sure why they would do that.

The plugin works with v.8, but not 8.0.1, so NT broke something, or changed something that Kaydara needs to address.

The FBX format is important, and could really end up being THE standard 3D format. I can't think of what else could be more important for "interoperability"
__________________
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Michael Luscombe
(Freelance: the only way to quit your job and still be overworked.)
 
Old 10 October 2004   #6
Oh no! What broke? I Know it exports ok at least.
 
Old 10 October 2004   #7
Er, are you sure you're using 8.0.1? The plugin doesn't do anything, it just says "export failed". Works fine in 8.0, though. I have to keep two installations to use it.
__________________
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Michael Luscombe
(Freelance: the only way to quit your job and still be overworked.)
 
Old 10 October 2004   #8
Yep, 8.01 and the export works fine for me.
 
Old 10 October 2004   #9
Mac or PC?

I have both. 8.0.1 killed the FBX export on the Mac, so I didn't upgrade on the PC.

Maybe they just killed the mac version?
__________________
---
Michael Luscombe
(Freelance: the only way to quit your job and still be overworked.)
 
Old 10 October 2004   #10
Michel Besner and a guy from Alias stated at SIGGRAPH that things would stay as they are. So, if you are having problems a letter to one or both of these groups ought to get things straightened out. Have you posted this at Kaydara's site?

On point, here's my offering of using LightWave as an interoperable tool:
http://www.creativecow.net/forum/re...803&forumid=123

Come on, make some cool scenes for this awesome tool.
http://www.creativecow.net/forum/re...351&forumid=123
This kit has objects, scenes and mdd files that are needed for the examples. If you post'em, I'll render them, include them in the package and credit the scene to you and whatever you might provide. Within reason, of course.
Cool image and text eye candy much appreciated.

3D goes 2D, right on the timeline.
__________________
Robert Wilson
UnCommon Grafx
 
Old 10 October 2004   #11
PC. Import seems to work fine too...that is a bummer for MAC folks.
 
Old 10 October 2004   #12
I'd heard that interoperability with some puppeteering and whatever that term is for grabbing a model from life using a scribe or probe was going to stay the case.

It doesn't appear to be mentioned here, so I mention it. I think I heard that this had to do with UNIX, which I doubt, since even PRMan is written in C.

It could be that these tools aren't that worthwhile also.
 
Old 10 October 2004   #13
Hi guys.. let me say that lightwave needs, as other apps did before, an
opening to the "real world" of pipelines and workflows.

I use lightwave as visualizator of my project for preview with clients
and for art and personal work.
I feel urgently a decent import/export capability and improvement!

nowadays managing formats is a challenge apps should consider seriously
So biting off the ceremony:

STL, DXF (still there), and other tesseleted formats import and saving! (POV
and RAD, for example)
but, more, OBJ; IGES, and other NURBS formats
both saving and importing (most of all)
it should be interesting work seriously upon the nurbs format in
order to let the user manage better the texture/material
assignation process often difficult for the presence
of too many triangles in tesselation.

thanks for listening NT guys

Davhub
 
Old 10 October 2004   #14
hurrmm, ... connect modo to hub.. technically possible but still impossible? Ooo too bad...
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model|animate|render|script
 
Old 10 October 2004   #15
I believe, tais, that would be for the Lux folk to do, ya know, as they have the code...
__________________
Robert Wilson
UnCommon Grafx
 
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