nangtani / blender-import-lwo Goto Github PK
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License: MIT License
This is an addon for blender that imports Lightwave models into Blender and works with 2.80+, cycles
License: MIT License
Whenever I try to map it, nothing happens. Models from dmi-3d.net
I am not a script or code skilled user of the old wreck Lightwave but I have an amount of already modeled 3D-Objects that would be perfect to import into Blender that definitely is a much better 3D-software than Lightwave ever could match.
So here are my questions and you may excuse me for being the guy who are better in guitar playing than scripting.
Where and how are the "blender-import-lwo-1.4.6" or "io_scene_lwo" supposed to be installed?
Are they meant to be installed or placed in different folders?
About the map "blender-import-lwo-1.4.6.tar" I guess it´s the same as "blender-import-lwo-1.4.6" so I don´t need this if I already unpacked the "blender-import-lwo-1.4.6"? Right?
I assume this doesn't work in Blender 4 because it's from 2021, right? just wanted to make sure. I downloaded the release, and I installed it, in fact I see all 5 files in ~/Library/Application Support/Blender/4.0/scripts/addons, but inside Blender it doesn't show at all, and LWO is not a format in the import menu.
When we try and use bmesh after loading a LWO StarSphere Blender crashes, captured in this issue:
https://developer.blender.org/T75884
Work around in place, you cannot have single vertex faces and triangulated ngons in the same mesh for now, though that is a rare enough case.
At first, I think the indentation is wrong at the line paths.append(y). I adjusted the indentation but it did not pickup the path I entered. I modified the code as below to pickup the path I entered. Please review if it is correct.
def search_paths(self):
paths = [self.dirpath]
for s in self.ch.search_paths:
if not re.search("^/", s) and not re.search("^.:", s):
x = os.path.join(self.dirpath, s)
y = os.path.abspath(x)
paths.append(y)
else:
paths.append(s)
return paths
As requested by @Donald-Drennan
Found in this post on blender artists:
https://blenderartists.org/t/where-did-lightwave-import-export-go-in-2-57/506000/20?u=mavek
This is not really an issue with programming but it is a feature I would really like. An option to import the entire folder of LWO files instead of having to manually import them one by one. If you have over a hundred LWO files this can get really tedious as you can imagine.
Would this be something you're willing to add for me?
The existing plugin only converts to Blender Internal, which is now deprecated
I'm trying to open an .lwo file that references a number of textures; I actually have the textures, but unfortunately their filenames have been somewhat scrambled by accent encoding problems... I was hoping to just assign them by hand, however, the script currently just sits in a loop complaining that it can't find the folder for any of them.
I've worked around this by simply commenting out the for c_id in self.clips:
loop, but it might be convenient if the 'cancel' button would allow importing the meshes textureless rather than abandoning the import completely.
Hello,
most pro LW users use Octane today, and it would be extremely cool if this translator could load LWOs in Blender with Exhisting Octane materials. Do you think this is feasible ?
After an imports the models look weird, roundy panels
Perhaps it's a pipedream, but I gotta ask - would it be possible for you to create LWO export option or LWO export add-on ?
It would be useful to Doom 3 modding community as Doom 3 engine uses LWO models (static meshes). LWO format is probably from that era (2004-ish).
All of my models do not import. I was actually trying to make a tutorial video to promote this plugin for the Lightwave to Blender community as part of my tutorial series. However, the plugin does not seem to work with LW 2020 format, as you indicate Not Supported Yet - LWO3
. I've attached a reference .lwo
Currently looking at the LWO3 spec.
I'm a software engineer by day, so I'm going to start digging into the source. Any pointers in the right direction would help though!
In LWO the image paths are never recorded correctly, they do not survive a system move well.
Some images are allocated via planar assignment, not UV. It doesn't look like the planar xyz location is parsed in the first place
Maybe delete ngon and replace with polygons?
Hi
Your addon works with BLENDER 3.0 and its great !!!
But, I have two things to do with it : to prepare my old LWO objects to work with UNITY and to recreate my old LWS scenes within BLENDER. So, in both cases I have to use UV maps.
When I import LWO obejcts, the addon creates much more vertices between faces who can generate some visible seams. And I can make a new UV, but so, I loose the connexion between the object and the picture.
e
If an image filename has special characters (in particular, brackets), the plugin fails to find the corresponding images for the LWO file due to the name being parsed as regex.
I was able to get a model to load by changing
if re.search(imagefile, f, re.I):
to
if re.search(re.escape(imagefile), f, re.I):
... but I'm not sure if that's a good approach.
Here's the troublesome filenames:
Hgn_battlecruiser_badge_export[1].bmp
Hgn_battlecruiser_badge_export[1]SPEC.bmp
etc...
A number of NASA meshes seem to crash or hang when face triangulation occurs:
bmesh.ops.triangulate(bm, faces=faces)
in "tests/lwo_nasa/src/STEREO/Stereo-2016-comp.lwo"
Hello!
I tried installing this addon in the usual way, and the components show up in my addons folder, but there is no apparent way of activating the addon in Blender - even after a restart of both Blender and my system.
The attached image shows that the addons list is missing the LWO i/o option, but the files appear to have been installed and are in the addons folder. I looked at the read me, but didn't see anything specific about installation "gotchas" - am I missing something?
Thanks for making this available - I'm an old time Lightwave user and would love to be able to bring my models into Blender :)
Thanks,
There is a basic PrincipleBSDF conversion going on, but it is only taking the base color and that's it. A more accurate translation is preferred.
The vertex colors are properly parsed from the LWO file, but they are not assigned anywhere to the generated mesh.
See construct_mesh.py line 243 and 244 :
the vertex color are converted, the color map is created into the mesh... but the colors are not assigned to the color map.
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