Posts Tagged ‘lightwave’

Set 100% to weight map

Written by MentalFish. Posted in Computer Graphics

This is a really simple script, the only thing it does is to set the weight of the currently selected points to 100%.

main {
selmode(DIRECT);
editbegin();
vmap = VMap(VMWEIGHT,0) || error(“Please select a weight map first.”);
foreach(sp, points) {
vmap.setValue(sp, 1.0);
}
editend();
}

http://vimeo.com/moogaloop.swf?clip_id=8276292&server=vimeo.com&show_title=0&show_byline=0&show_portrait=0&color=ff9933&fullscreen=1

Download LScript

UV 2 Morph

Written by MentalFish. Posted in Computer Graphics

Here is a tutorial by Mikael Burman on how to create some nice water effects on a window, by using my UV 2 Morph LScript. The plugin is just a small part of it all, so watch the whole thing and you’ll see the overall coolness. This technique can also be applied to realtime 3D scenarios, animated normal map textures in Unity anyone?

http://vimeo.com/moogaloop.swf?clip_id=8260532&server=vimeo.com&show_title=0&show_byline=0&show_portrait=0&color=ff9933&fullscreen=1

Download LScript

Incremental save plugin for LightWave

Written by MentalFish. Posted in Computer Graphics

This is an old and I think my first LScript I made. It keeps things tidy.

Saves increments in a folder and does not overwrite any existing files. If you incremental save your file “myModel.lwo”, this script creates folder “myModel_incr” and adds the file “myModel_001.lwo” to it.

At the next incremental save it will add “myModel_002.lwo”, but you will still be working on the original “myModel.lwo”.

IncrementalSaveScreenshot

This helps in having a clean incremental history of your work as well as you will always know that “myModel.lwo” is
the actual latest save together with the highest number in the “myModel_incr” folder.

The script looks for the highest numbered file in the _incr folder, and creates a new file, one number higher.

If the file has not been saved yet, it will provide a file requester to specify a destination file.

Download

Lunar Rover Simulator for NASA

Written by MentalFish. Posted in Computer Graphics

lunarroversimulator

I have recently worked with Chilton Webb and Rommany Allen in developing a simulator based on the NASA’s Constellation Program architecture. Development was done in Unity while all models was done in LightWave and the majority of them supplied by JF&M.

I think this is a perfect example on how useful game based technologies can be when used industrially. This is something I have been preaching since the release of ShockWave3D and now through the use of Unity. The use of interactive 3D can be applied to anything from product visualization to training and procedure visualization and is applicable to any type of industry, be it onshore, offhore or in space.

Specific examples of usage:

  • - Getting to know an area without going there physically
  • - Virtual training on dangerous scenarios, i.e. explosions
  • - Visualize and train on important procedures, i.e. evacuation of oil rigs
  • - Performing virtual fire drills, i.e. what to do in case of a fire in the machine room
  • - Visualize buildings and large constructions, i.e. city planning
  • - Visualize technical products and solutions, i.e. tools for drilling
  • - Showroom presentations of your business and products

Please feel free to drive the Rover by either downloading the Mac version from Apple or download the Windows version from JF&M.

Motion baker… that works

Written by MentalFish. Posted in Computer Graphics

My latest LScript is a motion baker script for LightWave that bakes such things as items animated through Denis Pontonnier’s DP Kit + Node Item Motion and other “non standard” ways of animating in LW.

It also bakes all selected items, and on a test of 100 nulls, it took about 12 seconds to bake them over 100 frames, so 10.000 keys set in total. To make sure that it bakes the correct value, it runs through the timeline once, extracting the values from each selected item, and then afterwards applies those values to the respective channels: position, rotation and scale.

Once it is done baking, it goes back to the frame you were at when triggering the script, nothing grand, but just a little extra touch to make it a nicer workflow. As far as I can tell, this script will bake other tricky animations such as expression based animations and the like. Give it a spin and see if it works in your projects.

Thanks to Mikael Burman for suggesting and testing the script!

Edit: updated the script to have a GUI so you can specify the range of frames to bake.

Download MFMotionBaker