Find the blender export filter here:
http://www.glbasic.com/files/blender-export-glbasic-dda.py
and copy it to C:\Program Files\BlenderFoundation\Blender\.blender\scripts
Fixed version. Now (hopefully) the transformation of rotated objects should be considered correctly every time. And the normal vertices are correct, too.
Hehe. Old thread.
I fixed the script to work with 2.5.5 (beta) and I found a bug in GLBasic that didn't use proper normals for dda models. If you saved them to ddd, everything was fine, though.
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I wish there was a lightwave->glbasic object converter, but currently I can export obj into blender and try that way. lightwave objects are easy to read, they are text files, would that be difficult to read?
+1 for Lightwave format. I'm actually licensed LW user and most comfortable with it. I have had moderate success with exporting obj files from LW to GLB.
LWO files are ordinary txt format indeed, as well as LWS (LW scene files, for animation).
Does anyone have the specs for that format?
Download 9.6.1 SDK from here:
http://www.newtek.com/lightwave/developers.php (http://www.newtek.com/lightwave/developers.php)
There's HTML help inside with LWO2 file specs.
LWO is after all binary, as it seems. LWS is ascii.
Quote from: Kitty Hello on 2011-Jan-10
Does anyone have the specs for that format?
I will see if I can get it soon,
things still in a hurry here ...
LW, would totally rock!
Yes I´m user of 3ds Max from 14 years ago + or -, and now I use in my free time, LigthWave, is a wonderfull tool, I think to much better thans Max, provide to make thing too much faster than another 3d suites.
Have a export plugin for ligthwave will be genial.
Kinds Regards
Iván J
can anyone send me a lwo file for some testings ?
Quote from: Marmor on 2011-Mar-05
can anyone send me a lwo file for some testings ?
give me a sec I will make a few for you to test, anything you need specifically?
anyways, the lightwave 10 object and scene specification can be found on their sdk I´m appending here.
I don´t know much about these things but looking inside the zip file you have a HTML drawer and in there run index.html.
navigate to <file formats> and then <object>
I think there you have needed info.
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here goes some sample objects, they are more about triple/quad/>quad polygons.
what else do you need? uv textured? plannar mapping? bones? lights? scenes? cameras?
let me know
lg-all triple
_object with triple only polygons
lg-all quad
_object with quad only polygons
lg-subdivided triple
_higher poly count object with triple only polygons
lg-subdivided quad
_higher poly count object with quad only polygons
lg-more than quad
_object with polygons with more then 4 sides
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great erico thx a lot but unfortunately i need a textured one and if you can an animated one also !
no scene if it possible only the object .
GLB !!!
Quote from: Marmor on 2011-Mar-06
great erico thx a lot but unfortunately i need a textured one and if you can an animated one also !
no scene if it possible only the object .
textured, you mean projection ones(front,cilindrical,spherical,cube) or UV mapped?
what about surface parameters, specular, difuse, reflections, etc...?
what about surface parameters with textures? projected or uv?
name what you need and I get something out for testing.
animated can be in several ways, bones animation requires scene, obj can have the bone structure but not the time-line animation itself.
endomorphes can be used to anim too, they are sets of transformed obj ( same poligons) that can be used to fade from one position to another or mixed. quite interesting stuff
what do you think?
Quote from: Marmor on 2011-Mar-06
great erico thx a lot but unfortunately i need a textured one and if you can an animated one also !
no scene if it possible only the object .
Problem with LW is that it doesn't store bone info in object file but in scene file. Object only stores morphing data (and that's exactly kind of deformation we have in GLB now) and skelegons (skelegons are kind of bones in default position). All of the bone deformation is stored in lws file.
you are right , this is a big problem .
first only static objects then .
erico : please make a textured primitive (cube) and use one option for every cube .
i guess i need one file with uv mapped , one file with surface parameter and so on.
thx a lot
Quote from: Marmor on 2011-Mar-06
first only static objects then .
erico : please make a textured primitive (cube) and use one option for every cube .
i guess i need one file with uv mapped , one file with surface parameter and so on.
thx a lot
all right, will do it later today when I get home, will also do balls too as surface parameters are better seen on those.
about the endomorph, if you can mix them they are quite nice, like you have pose A B C, then you use 25% of pose plus -30% of pose B and then add 10 % of pose C. quite powerfull.
It would also be really nice if lightwave scenes get to be imported, camera and light info, object hierarquy, bones and so on, just the basics..
Marmor, even if only obj import is done it will be heaven for me :nw:
thanks a lot for your time into it,
pm me if anything needed.
Quote from: doimus on 2011-Mar-06
Problem with LW is that it doesn't store bone info in object file but in scene file. Object only stores morphing data
last few lightwaves you were able to draw bones on the object files, never timeline animate them, but draw you can.
as well as setting pivot points to layered structured objects and hierarque them as required.
Yes, that's what Newtek calls Skelegons - it's just bones drawn in default position. You have to go to Layout to convert them to "real" bones.
I would like to suggest, again, to consider COLLADA as a 3D file format. Even Newtek was about to ditch lwo/lws in favor of Collada as main file format in LW Core, but decided against it due to various other circumstances.
Really, Collada has all that's needed currently:
- It's an open format
- Supports bones and billion other features.
- Text based (XML)
- It' current industry standard, it can be read/written by almost any software (maya, max, lw, xsi, blender...)
- Tightly tied to OpenGL - it's maintained by Khronos group.
http://en.wikipedia.org/wiki/COLLADA (http://en.wikipedia.org/wiki/COLLADA)
http://www.khronos.org/collada/ (http://www.khronos.org/collada/)
Mamor, this can be a great leap for 3D stuff whit Glbasic, I think the great think will be if can export to animated Objects, but I read is a bit complex. Don´t care
Anyway, thanks for your time.
Kinds Regards,
Iván J.
callada is a monster !
Quote from: Marmor on 2011-Mar-06
you are right , this is a big problem .
first only static objects then .
erico : please make a textured primitive (cube) and use one option for every cube .
i guess i need one file with uv mapped , one file with surface parameter and so on.
It took a while...
here goes a cube made of quads + bump map + color map (black and white though...).
textures are 1024x1024
...there is also OBJ+mtl file inside the zip too, but the UV on the obj does not work for me.
Let me know if you need extra stuff, took a while to build a new machine but it is all running and kicking now.
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Hello Marmor,
did it work out? Was it any good? need anything else?
Maybe I should send textures more easily spoted?
or maybe a full scene + obj on a more straight stuff?
Let me know! thanks ahead.
Hi its doesn't work with blender 2.63 ;(
Is update possible ??
:nw: :nw: :nw: :nw: :nw: sry erico i forgot your post and my question ! :nw: :nw: :nw:
test it next days
This can be Awesoming Marmor!!! Glbasic and LW... the perfect binomy... :good:
LW supprot its also cool :)
Let me know if you need anything more updated Marmor.
Quote from: erico on 2011-Mar-18
Quote from: Marmor on 2011-Mar-06
you are right , this is a big problem .
first only static objects then .
erico : please make a textured primitive (cube) and use one option for every cube .
i guess i need one file with uv mapped , one file with surface parameter and so on.
It took a while...
here goes a cube made of quads + bump map + color map (black and white though...).
textures are 1024x1024
...there is also OBJ+mtl file inside the zip too, but the UV on the obj does not work for me.
Let me know if you need extra stuff, took a while to build a new machine but it is all running and kicking now.
The cube looks good, and the normals came out very good.
This screenshot is with no lights.
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Yep, but the UVmap is screwed up on the OBJ. But that was on my end, there was a problem when exporting such on LW9 I using at that time.
I have to gather some time to properly produce the glbasic logo again and the many variations (net, print, BW, etc).
When I get to that, I will see to re export those again. :good:
Does 'dda' have more features than 'ddd'?
From blender I export a '3ds' file, then use the 3D converter in the GLb tools and save a 'ddd' version in /Media folder. It worked perfectly for me, with correct colors and lighting.
dda is just an ascii format. Same features.
Ich hasse es ....