Lwo2psk
UnrealEd has build-in support for static meshes from Lightwave files, but not for meshes with bones and animation. So here is a tool to do exactly that:
Download: [10]
new version ! (6/3/2005)
- just a small fix to a small glitch with the resting position of the first bone, which could result in misalignment of model & bones in unrealed (thanx to PoLuX for pointing it out)
The package contains two small tools:
lwo_2_psk
– converts a .lwo and a .lws file to a .psk filelws_2_psa
– appends .lws animations to a .psa file
lwo_2_psk
This tool converts a .lwo and a .lws file to a .psk file and an empty .psa file. The .lws file is required as it contains the reference-positon of the bones!
- Usage
lwo_2_psk LWOFILE LWSFILE
- Example
lwo_2_psk myModel.lwo refpos.lws
This will create a file namedmyModel.psk
and an empty filemyModel.psa
. The .psa file can be filled with animations using thelws_2_psa
tool (explained below).- Restrictions
- The following restrictions apply when using this tool:
- Only triangles are allowed, no nurbs surfaces, etc.
- Vertex maps on the model must have the same name as the bone that uses them.
- Only one (!) layer will be recognized. This will normally be the last layer... but don't count on it.
- The maximum length of bone/vertice/surface names is 32 characters.
- 1 meter equals 1 UU (but you'll be able to scale in UnrealEd after importing).
- When importing to UnrealEd, use the Assume Maya Coordinates switch (or rotate manually).
- every Point needs uv-coordinates
lws_2_psa
This tool appends .lws animations to a .psa file. (It always appends and never creates that file. You can create an empty .psa file with lwo_2_psk
as explained above).
- Usage
lws_2_psa LWSFILE PSAFILE
- Example
lws_2_psa WalkF.lws myModel.psa
This will append theWalkF
animation to themyModel.psa
file.
Caution: The name will be exactly as given in the command line with the .lws extension stripped from it, so the command linelws_2_psa Scenes/WalkF.lws myModel.psa
will create an animation namedScenes/WalkF
!- Restrictions
- The following restrictions apply when using this tool:
- Every bone of the scene is read out – do not have any additional bones in your scene!
- The position and rotation of a bone should be present in every "key" frame. If not, it will be taken from previous "key" frame (no tweening!).
- The frames-per-second "speed" of the animation may not be consistent with UnrealEd, so tweak your animation in UnrealEd.
- Interpolation between frames is linear in Unreal.
These tools were created and successfully tested against .lwo and .lws files created by Lightwave 7.
if you got problems see Lwo2psk/Error Messages, and mail me if you can't solve it on your own
Author: Christopher "Ntmy" Steglich (dantmy@gmx.net)