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Lightwave 11.6 python script for importing an XSI vbscript file exported from Autodesk MatchMover.
Lightwave 11.6 python script for converting Blender particle cache files to a Lightwave particle pfx file.
Lightwave 11.5 python script for loading the files generated by the Blender fluids simulation. It reads the geometry, velocity and particles information to generate a series of lwo files.
Lightwave 11.6 python script for creating a custom box shape with a non-modal interface. It will show in the Object Properties, Add Custom Object list as "Python Box Shape".
Lightwave 11.6 python script for displaying and modifying an object name and transform values.
Lightwave 11.5 python script used to call the medianCut script written by Steve Twist for 3DWorld Issue #134 based on Paul Debevec's Median Cut Algorithm (Debevec 2005). It reads a HDR image and creates a set of lights based on the image.
The Fix Collada export script is a Lightwave 11 Python script that is run on a LW exported Collada file to clean it and add camera and light animation. The script also fixes some issues with material exports.
The Collada Import Fixer Layout script is a Lightwave 11 Python script that is run on a Collada file to read camera and light data. This script will read the camera X fov or Y fov and the corresponding fov animation, light color and spotlight angle with animations and ambient light value without animations. Reads material textures from the collada file.
The Make Collada Spotlight Readable Layout script adds some Lightwave Core extra tags so that Lightwave will recognize a spotlight and import it.
sys.version - shows python version
double click line in output window to populate command line
right click the link above to download
Use this LW 11.5 script to copy the surface of one object onto a sequence of objects. It can be used with the Blender Fluids importer to resurface the sequence of lwo files. The sequence of files must have their number padded with zeros and the number must be just before the ".lwo"
The files are read in one by one and the surface from a source mesh is copied into the sequenced mesh and then the mesh is saved to disc with the new surface applied.
right click the link above to download
Demonstrates mesh creation in modeler
right click the link above to download
The Log Spiral script is my second experiment with Lightwave 11's Python scripting. The original code is from an article in 3D Artist magazine Issue #49 by Petr Sorfa for the Hash Animation software package. The script can be run from the the Utilities tab > Python. It can also be linstalled like an Lscript or plugin by using the Utilities > Add Plugin in which case it will show up under the Utilities > Additional list under the name "Python LogSpiral".
Lightwave lscript for converting a a series of morphs into a morph sequence. The script creates intermediate morphs that can be added to the final morph at set intervals to simulate a morphing sequence.
Lightwave lscript for converting a 2 point polygon chain to a curve. Right click the link to download the script. Install this script to modeler to use the multiple poly chains to curves script below.
Set a background layer to receive the new curve. Select the first point of the polygon chain in the foreground layer then run the script. A curve based on the poly chain will be created in the background layer.
Multiple Poly Chains to Curves script can be used to call the poly chain to curve for multiple selections. Right click to download.
The "single poly chain to curve" script above must be installed to modeler before using the "multiple poly chains to curves" script. Set the background layer to receive the new curves and select the first point of each of the 2 point poly chains in the foreground layer. Run the script and it will call the "single poly chain to curve" script for each point selected.
Note: Converting many poly chains can take time.
Lightwave collada does not export camera field of view(FOV) animation. This lscript transfers the animation to the position and rotation of a null so that whatever program reads the Lightwave collada file can reconstruct the camera animation. Right-click the link above to download the script(save target as/save link as). Place the script in the lscripts folder, "...Program Files\NewTek\LightWave 3D 9\Plugins\lscripts\animate", for easy access.
X and Z position will contain the zoom values for x and y stored in the collada file x and z. Multiply by the composition height in After Effects to get the corresponding After Effects zoom value.
Image shows the camera zoom animation and the corresponding horizontal and vertical zoom animations created for After Effects.
Inside After Effects:
Pitch and Bank will contain the x fov and y fov in degrees which translates to x and z rotations in the collada file.; The signs are set so that they are positive when imported to After Effects using the AECollada plugin.
Lightwave collada does not export light color or spotlight cone angle animation. This lscript transfers the animation to the position, rotation and scale of a null so that whatever program reads the Lightwave collada file can reconstruct the light animation. Right-click the link above to download the script(save target as/save link as). Place the script in the lscripts folder, "...Program Files\NewTek\LightWave 3D 9\Plugins\lscripts\animate", for easy access.
Image shows the animation graph for a spot light and the null created by this script. The scale null values are too small to see here because After Effects uses a 0 to 100% for scale instead of 0 to 1.0
The rotations HPB will each contain a copy of the light's cone angle. Color will be stored in the scale values and position will also contain the same color data. However, the position for color is only valid if the scene is exported with the default 0.01 scaling. The signs are set so that they are positive when imported to After Effects using the AECollada plugin.
First step after importing to After Effects is to fix the light type. Lightwave exports spot lights as point lights.
Image above shows the resulting expressions from pick whipping values from the light null's scale and xRotation values. The scale of the Lightwave export is not an issue.
This image shows the result of pick whipping cone angle and color to the light null's parent(Light_LITKF_Yr). The collada file was exported at a scale of one and so the color expression had to be divided by 100 as shown.
Use the pickwhip to link the animation to the corresponding light.
Lscript that converts subd uv's into an clean format for eps export. Right click on the link to download the script.
default subd eps export, frozen mesh eps export, "subd preped" eps export
The script copies the geometry to a new layer, assigns a unique surface to each face, freezes the mesh and combines the polygons based on their surface.
A set of 5 python scripts for importing and exporting Doom3 skeletal mesh and animation files. Right click on the links below to download the python scripts.
fixed mesh import for python changes in LW11.5
right click the links below to download
md5meshimport.py - load md5mesh files into modeler
md5skeletonimport.py - select the mesh in layout and use this script to load the corresponding skeleton. Any other meshes can be set to use bones from the main mesh. Keyframes for the basic skeleton pose are set at frame -10.
md5animationimport.py - select the mesh portion of the skeletal mesh in layout and run this script to load an md5anim skeletal mesh animation.
md5skeletalmeshexport.py - export a skeletal mesh in md5mesh file format
md5animationexport.py - select the mesh portion of the skeletal mesh and run this script to export an md5anim animation file.
The advantages over the original plugins are
Meshes still import with Z up, so a workflow for imported and Lightwave original Doom3 assets needs to be developed.
The base pose for animation export should proabably be a copy of the first frame of animation. The difference between the base pose and any animation frame is what gets recorded into the file.
Click here to go to the old Doom3/Quake import export plugins page for 32bit Lightwave 8 and 9 plugins. The original plugin usage notes can be helpful with the python versions here.
Lightwave lscript and executable for loading weightmaps from Collada files so that bones will bind to the proper vertices. daeSkin2weight.exe reads a collada file and creates a text file in the same location. the text file contains the weight map information. daeSkinLoad.ls is an lscript to read the text file generated by the daeSkin2weight program and assigns the vertices to their weight maps. boneweightmap.ls is a layout script that sets the selected bones to use a weightmap with the same name as the bone.
The executable won't work for files that have spaces in their path. so it won't work in paths like "C:\Program Files" or "C:\Documents and Settings\All Users"
source code - uses visual studio 2008 and the colladadom2.2 sdk