lightwave chan file export done!

Started by Thejazzshadow, January 08, 2010, 11:20:47 PM

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Thejazzshadow

I found this website which just released this plug-in (finally!). I seem to be having problems with it but I'm assuming that is my fault
importing it into TG2. When you Lightwave/Tg2 users use this plug-in can you let me know all that you did?    
Here's the website...
http://mentalfish.com/2009/12/lw-2-nk/

cyphyr

Thanks for the find
I don't think the problems are yours. I'm getting problems with FOV, rotation values (bank swapped with pitch) and frame nos swapped with x position.
If you need animation imported from LW I did a small tutorial re-hashing an old plugin (with authors permission) and using excell to swap the columns about. Its cumbersome, takes some concentration but works. Here's the LINK. Ah see you've already been there :)
Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
/|\

Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Thejazzshadow

I remember I had some problems then but I will take a look at it again or do you think it would be easier to switch the columns from this new plug in? It sounds like it would be easier to switch the four columns that you just said.

Matt

Richard, can you give us a sample (just one line will do)?
Just because milk is white doesn't mean that clouds are made of milk.

cyphyr

Here's the .chan I exported earlier from Lightwave, unfortunately I didn't save the Lightwave file.
After I've finished my current render I'll make up a complete Lightwave > .chan > Terragen set and up load it.
:)
Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
/|\

Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

cyphyr

www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
/|\

Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Matt

#6
Thanks. The problem with this file (for Terragen) is that it doesn't have any FOV column so there are only 7 columns. When TG sees 7 columns it assumes that the file has no frame number at the start because that is another common variation, and then it thinks the first column is TX instead of the frame number and the last column is the FOV instead of RZ. Is there an option in the LScript to write the FOV channel, or could you edit the script yourself to do this? If not, is there an option to omit the frame number? Either of those changes should allow TG2 to read the chan file.
Just because milk is white doesn't mean that clouds are made of milk.

cyphyr

No options in the script. Maybe some one will mention this to the author. Its intended for nuke, not terragen so I guess he's unaware we're piggybacking on his work, lol
Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

nixx

Is there still a need for this or have you guys found a solution ? Because if the "problem" (or shortcoming) is in the L-script, I can help.

Let me know.
I 'm child, and man, then child again; the boy never gets older

Thejazzshadow

I haven't heard of the solution. You can see what the problem is and the link to the Lscript above.

nixx

Ok, just a couple of questions :

do you need it to export motion from any selected object (I would think yes) ?

And, since TG2 accepts .chan files for any object, what about the FOV column ? Is it simply ignored when the .chan is applied to objects other than cameras ?

That last question is probably best directed at Matt, I guess.

Let me know, and I think I 'll have something very soon.
I 'm child, and man, then child again; the boy never gets older

cyphyr

I've imported .chan animation files made for a camera and attached them to an object and it worked fine.
Richard
ps I created a 'chan solution a while back but its ropey, uses an old Lightwave TGS export script and moves the data about in excel. Works but its clunky.
link
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
/|\

Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Thejazzshadow

It probably should be directed for all objects though I personally want it for camera movement at the moment.

nixx

#13
Ok guys, give this one a try.

You can export the motion of anything, with or without frame numbers in the .chan file (normally you should include them, but the option is there if you need it). Also, if you export a camera motion, you have an extra control to select which camera FOV you want (normally you want "vertical", which is the default, but again the option is there).

The default filename for the resulting .chan file is auto-set each time to "Motion([item's name])" for convenience.

Let me know how it is. And of course if you find any bugs, have any ideas to further improve it, or need something else, give me a shout.

Edit : Attachment removed, see further down for fixed version
I 'm child, and man, then child again; the boy never gets older

MarkTheShark

Was actually going to post a link to this shortly once I had emailed the guy as I had edited it so just wanted his permission to post it but what the hell someone beat me to it  ;D

Cheers for that Nixx much better and more useful than what I done.

Think all I did was add an extra value at

"content = string(content, n, "\t", xPos[n], "\t", yPos[n], "\t", zPos[n], "\t", xRot[n], "\t", yRot[n], "\t", zRot[n], "\t", "\60", "\n");"

Which just put the default 60 FOV in. It was the first time I had ever looked at an LScript so I was happy  :D

Anyway I did a 600 frame animation with mines already and it came out the same as in lightwave. and the values I got using your script seem to match up.

Only thing is, and I got it with my edited script, is that when importing into Terragen it comes up with an error which reads:

QuoteCamera: Import File: .chan files are expected to have 7, 8 or 10 columns: (Insert link to .chan file)

But as I said mines got the same and everything still worked fine.