Lightwave: playermodels into unrealed

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Ntmy

New Member
Oct 1, 2004
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i don't know if there's a better way to get lightwave models complete with animation into unreal... but i created a small conversion tool myself :

http://wiki.beyondunreal.com/wiki/Lwo2psk

i didn't had a chanced to test it with other versions than lightwave 7.0...
hope it still does function for newer versions...
 

StoopidKwestion

New Member
Aug 3, 2004
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This I find interesting :)

Is there any way to read a PSA or PSK file INTO lightwave ? Having just had the 'joy' of learning how to do this in Max, I wish I had known about this earlier ;) Lightwave is a tool I find a lot easier to use than Max.

What I was hoping to do is to read in a stock set of humanoid anims, tweak the bones to better fit the mesh I wanted to build, and then export them again without having to go through the 100's of animationsfrom scratch. Can it be done?

Going to give this tool a try later on today :D
 

Ntmy

New Member
Oct 1, 2004
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hmm this would result in nearly the same work trying to convert lwo+lws to psk+psa... and would require at the psk+ psa-files ... maybe i try but where can i get those psa-files for the ut models (i already have the psk-files) !?
 

StoopidKwestion

New Member
Aug 3, 2004
69
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Hmm...good point!

Someone took all the animations from UT2003 and created a set of Max files for it. That would have to be done again....which is a real BIG job to do :(

I think I am just going to have to do it the proper way, and st up my own animations :)
 

Vailias

New Member
Aug 9, 2004
483
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Elsewhere
www.starsiege2845.com
Thank you!!

This is the second Lightwave converter for Unreal. The first one didn't work so well.

If I don't HAVE to go through maya for animations (and especially vehicles) then this will be just awesome.
 

StoopidKwestion

New Member
Aug 3, 2004
69
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Gave this a quick spin, and it looks like a very promising little tool! Might have a go at a some more serious model animation in LWO. I had limited myself to trying to work with stock skeletons in Max...simply because I didn't like it's animation tools...