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.
Usage:
Note:
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
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.
Usage:
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.
Usage:
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.
Usage:
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.
Usage:

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.
Usage:

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
Usage:
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.
Click the link above to go to the old Doom3/Quake import export plugins page.