Installation:
-
Copy the python files into the plugins
folder or some subfolder like C:\Program Files\NewTek\LightWave11.0\support\plugins\scripts\Python.
-
The scripts will appear
in the Additional dropdown list
right click the links below to download
Mesh Import:
md5meshimport.py
- load md5mesh files into modeler
Skeleton Import:
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.
Animation Import:
md5animationimport.py
-
select the mesh portion of the skeletal mesh in layout and
run this script to load an md5anim skeletal mesh animation.
-
Match file frame rate - set
Lightwave frame rate to match that of the md5anim file
-
Start Frame - imported animation
will start on this frame
Skeletal Mesh Export:
md5skeletalmeshexport.py
- export a skeletal mesh in
md5mesh file format
-
Base Pose Frame - frame that
contains the skeletal mesh bind pose
-
Export in bone creation order -
default of unchecked seems to work for all cases. when
checked bones are exported in the order they were
created, otherwise they are exported in heirarchy order
Animation Export:
md5animationexport.py
-
select the mesh portion of the skeletal mesh and run this
script to export an md5anim animation file.
-
Base Pose Frame - frame with the
bind pose
- Start Frame - animation start frame
-
End Frame - last frame of the
animation
-
Export in bone creation order -
default of unchecked seems to work for all cases. when
checked bones are exported in the order they were
created, otherwise they are exported in heirarchy order
The advantages over the original plugins are
-
fixes the
mesh mirror problem
-
runs on 32 or 64 bit versions of
Lightwave
- skelegons are ignored
-
weight map names do not
have to match the bone names
-
surfaces do not need to be
assigned manually
- full md5mesh shader names are imported
- no limits on the number of bones.
- helper null is deleted after export is completed
- gives a warning if the mesh isn't made of triangles
Notes:
-
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.
you tube here
February 22, 2014:
-
reversed LW11.5 changes in mesh import for
compatibility with LW11.6
-
mesh and animation export has the option to use bone
creation order or heirarchy order
- script version number shows in the ui title
-
fixed rotation flipping problem in the animation
exporter
August 8, 2013:
fixed mesh import for python changes in LW11.5