Modo Compatibility with Lightwave?


#1

Seems like a lot of longtime Lightwavers are sold on modo. I am considering adding Modo to my toolset but I was wondering if there were any compatibility issues. I know Modo saves out Lightwave object files but can an object really be opened and saved in both Modo and Modeler without losing data such as skelegons, procedural textures, weight maps etc.

How much longer will the intro price/Lightwave discount be offered (please keep it till at least after the new year!)?


#2

Hello there,
Yes most of the things you ask about are not affected with the model when you bring it into modo.
Although I have not used skelegons and UV’s.
I have however crossed platformed and this also works smoothly.
As for is it worth the price, only yourself can answer that after a few months of using modo.

Best of luck, and welcome on board.


#3

Thanks for the feedback Nigel.


#4

Lightwave/modeler don´t support n-gon Sub-d´s, so you have to make them tree or four sided polys before you can render a modo model in LW.


#5

Hello there,
I found that LW handles most of the N-Gons very well.
Even though it is not supose to.
The n-gons it does not understand you can then TRIPLE and render away.

Hope this helps a little.


#6

I’m hooked on modo, and it just keeps getting better.

Modo’s “.LWO” format is like Lightwave’s LWO on steriods! There’s a lot of extra data in the modo implementation. If you resave the LWO in Lightwave you may lose some of modo’s advanced features, the things that Lightwave doesn’t support.

You might want to keep a master copy of your model saved from modo, then keep a separate version (without n-gons etc) for rendering in Lightwave.

I really recommend you get modo! Previously I hadn’t thought much about using edges. Now I don’t know how I ever modeled without them!


#7

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