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In LightWave 10 Essential Training, author Dan Ablan provides thorough, step-by-step instructions on building 3D models, scenes, and animations in LightWave 10. Beginning with a tour of the interface and LightWave's two main programs, Modeler and Layout, the course covers key concepts such as building models from basic polygonal shapes, assigning textures, and employing lights and 3D cameras to build real world scenes. Also included are tutorials explaining particle animation, dynamics, and bones. Exercise files accompany the course.
While we would love to do everything in just one program, every once in a while you're going to need to use some other type of program. And today, 3D programs pretty much all talk to each other. So while you might have a great character here, you might need it in another program for somebody else to work on. So I want to show you how to export that object right out of LightWave. I've got this character loaded here. This is the 13_01 from exercise files, but this can work for any type of object. And from the File dropdown menu, I can choose Export. And in here I can export the Collada file, a Film Box, or a Motion Dynamic Multi Baker.
And the MD files are often good for let's say your cloth animation or your dynamics. But the Collada file, something I've been using quite a bit, and when I export a Collada file, I can do this for all kinds of programs such as CAD programs, other 3D modeling programs, o other r 3D animation programs. We can set a Scale for this and of course you can put it into Google Sketchup as well, which is where the Collada file comes from. And simply just choose which you want. Select OK, and it sends out the dae file, which is the type of extension.
A LightWave file is a lwo for objects, but a scene file in LightWave is lws. So that's the way to save out that file. However, if you want to make some changes to this, you can simply just save a copy of this. So I'll go to File. Instead of Export, I'll do Save Object Copy. And with that I can give it a new name and I have a copy of the object. And then I can reload that object so that I am not destroying the one object that I've created that I want to keep with that scene.
So object copies and object exports are pretty easy to do outside LightWave. If you've deformed an object with deformation maps or displacement maps or something like that, you can also export out and save a transformed object. And that's a pretty neat thing to do. What that allows you to do is you can take let's say an ocean scene that you created and you've placed displacement maps on there, you can save the transformed object and export that out and use it somewhere else without using the displacement map, because you've saved the transformation.
A lot of different options for you for using your objects with and without LightWave.
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