
- #LIGHTWAVE 3D TUTORIALS PDF HOW TO#
- #LIGHTWAVE 3D TUTORIALS PDF PDF#
- #LIGHTWAVE 3D TUTORIALS PDF SERIES#
This tutorial shows how to build the donut from scratch. A step-by-step tutorial on building a donut in Maya and setting up the path inside the donut in Virtools can be found on the CD-ROM under Interactive Paths > Tutorials > donut-maya.pdf. The LightWave and Virtools files for this tutorial can be found on the companion CD-ROM. Some sections of this tutorial can be bypassed in case you want to reach a specific level of functionality. The tutorial presents interactive functions for cameras on a path including changing direction, controlling speed, and field of view. The tutorial shows how to model a race track inside the interior space of the donut and how to set up cameras racing on closed curve paths. The following tutorial is a step-by-step creation of an interactive race track inside a virtual donut.
#LIGHTWAVE 3D TUTORIALS PDF SERIES#
Select the FBX of the scene and set your scale to 1.This is the latest in a series of excerpts from Building Interactive Worlds in 3D by Jean-Marc Gauthier. Unity will then convert the LightWave scene to an FBX Your folder structure should look like this:
In lightwave make sure your scene file is has it’s content directory set to the new location in the unity project.
Copy or Move your LightWave_Content folder and it’s directory structure into your UnityProject_name\AssetsSave your LWS file in the \assets folder. UnityProject_name and check the LightWave AppLink package and any others you require for your project Create Unity Project for you lightwave scene Or Mac: Applications/Unity/Standard Packages. Windows C:\Program Files (x86)\Unity\Editor\Standard Packages (for machines running a 64-bit version of Windows) Copy LightWaveAppLink.unitypackage into \Unity installation folder within \Editor\Standard Packages folderĮ.g. Browse to the \support\3rdparty_support\Unit圓D folder in your LightWave3D installation. To read a lightwave scene you must use the Applink package provided with your Lightwave installation from version 11 onwards only Setup Scale Scene Set a scale for your scene applicable to match Unity Importing LIghtwave scenes with AppLink Mesh type Choose Cage Subdivision if * otherwise choose subdivided to * Type : Choose Binary to reduce filesize or ASCII for a text editable FBXįBX Version Select 201200 from the drop down to ensure version 2012.1Įxport : Select all the elements you wish to include - not cameras and lights are not read into Unity Unity only understands polygon meshes so convert to polygons before saving/exportingįrom Lightwave version 11 onwards the FBX 2012 exporter is now included:įBX Filename : This file can contain multiple objects, Choose a filename and save to your \assets directory. Lightwave specific materials need to be baked as textures for Unity to read them - use the Node system in Lightwave for a non-destructive pipeline. #LIGHTWAVE 3D TUTORIALS PDF PDF#
Multiple materials per mesh.ĭetailed documentation for this from Lightwave is not available on-line but comes in the PDF manual included with your download
Materials with Texture and diffuse color.
Pivot points and Names are also imported. All nodes with position, rotation and scale.Importing lightwave scene files using the Lightwave App Link - Included from version 11.0.Using the FBX plugin for Lightwave - Included from version 9.0.You can import meshes and animations from Lightwave in two different ways: