Hi 
My AM2LW pipeline goes step by step but I’m still working on it.
Maybe just model humans in AM since its easier then use Wings3d to get that model into LW. Animation can be done with messiah I guess.Forgot didnt Wegg have a video that showed how to get AM stuff to LW?
Hi Wycoff3d. This is indeed a great way to work. The pipeline I’m working on does not only do that. Making characters in AM is easier for you, OK. But you will be able to export the mesh into LW in a polygon format. The final LW render will be faceted and bad.
You can obviously subdivide the mesh done in AM, either in AM by exporting in 4,16 or adapatative patches subdivision when export file dialog opens, either by subdividing the 1 polygon per patches AM’s exported file in LW (SHFT+D). Both ways give a high polygon mesh, better rendered but that is still difficult to animate (unless usind a proxy that needs more work again…) and that remains polygonal…
The second problem is a bug in AM when exporting models done in it. Sometimes, the exporitng process eat polygons … And this phenomenom occurs with ALL exporters I’ve tested. It will then be necessary to have a few touch ups in the polygonal software (LW or Cinema4D…) to correct the polygons (there are not many corrections to do but one again, it needs time, and I personnally consider this as wasted time - the user would not have to correct by hands bugs softwares). :banghead: For a single mesh done in AM that you would want to export to a polygon program, I know just one solution (does someone have another ?) : import your finished model in .mdl native format into Hamapatch and the use its exporters : no more polygon eaten ! 
All these reasons drive me to this way of thinking the AM2LW pipeline (other ideas are welcome
) : on the first hand, AM uses patches… on the other hand, LW uses subpatches.
- There are already lots of well modeled character in LW, modeled in subpatches. But the user can model one (in subpatches) if needed.
- Then importing the character in AM for animation.
- Finally re-importing the character in LW for rendering (in subpatches).
In this pipeline, AM is just considered as an animation software.
I did not find a way to convert a character made in AM (and not already made in LW) into LW subpatches. I’m thinking of. Any help or ideas are welcome !
Summary :
- Case 1: Model made natively in AM. Model animated in AM. Animation exported to LW. Animation of this Model directly rendered in LW, but in polygon format. PIPELINE done and OK… but sad unless unsing high polygon subdivision. The AM2LWS converter is still in preparation.
- Case 2: Model natively made in LW. Model impoted in AM. Model animated in AM. Animation exported to LW. Animation rendered in LW in subpatches. PIPELINE almost done (just some test to confirm all works) and NICE rendering (very smooth) and great options available (normal mapping for example).
- Case 3: Model made in AM. Model imported in LW. Conversion to Subpatches : no idea to do that… Still thinking of it … Any ideas are welcome
Best regards
Alain