Home
3D Models
3D Software
Community
Support
Making Morphing Props in Lightwave 3D for use in DAZ|Studio
 
Author: JoeMamma2000 Printable Version
Step 1: Create a basic box in Modeler
Step 2: Modify the box to defeat smoothing in DAZ|Studio
Step 3: Apply surfaces to the box In Modeler
Step 4: Save the surfaced box as an .lwo file.
Step 5: Export the box object as an .obj file.
Step 6: Save the UV map image
Step 7: Run Dodgy’s MGMTLExport plugin
Step 8: Modify the .obj file
Step 9: Modify the .mtl file
Step 10: Load the surfaced object into DAZ|Studio
Step 11: Apply morphs in Modeler.
Step 12: Export the morphed object
Step 13: Import base object into DAZ|Studio
Step 14: Load morph using Morph Loader
 
Tools Needed
* DAZ|Studio 1.8
* DAZ Morph Loader plugin
* Dodgy’s .mtl import/export plugin



Introduction
You can use Lightwave Modeler to make simple morphing props that you can then use in DAZ|Studio. However, you’ll need two plugins and a few extra steps, especially if you are going to use texture maps and morphs. In Lightwave Modeler, you’ll need to install Dodgy’s .mtl import/export plugin (available for free at http://dodgy.ghostoutpost.com/Lscripts.html ). In DAZ|Studio, you’ll need to purchase the DAZ Morph Loader plugin, which is available at the DAZ store under “3rd Party Products” for about $10. And keep in mind that you cannot directly transfer a boned character from LW to DAZ|Studio and have the bones work. LW bones cannot be converted into anything usable in DAZ|Studio. Also, DAZ|Studio uses only UV mapping to map textures on its surfaces. There is no projection mapping in DAZ|Studio, as there is in LW. And DAZ|Studio requires a separate .mtl file, which describes the surface UV mapping, to be associated with any .obj file. Since LW does not have the capability to generate a .mtl file, you’ll need to Dodgy’s plugin to perform that function. And unfortunately, the Wavefront .obj file format does not include the endomorphs generated in Modeler. However, you can still transfer morphs from LW to DAZ|Studio by making a separate .obj file for each object, which includes the complete object with the morph applied. You then load the base object into DAZ|Studio, and use MorphLoader to load each morph object.


Step 1 - Create a basic box in Modeler
 
Open Modeler, and create a 1 meter cube by selecting Create/Box, then hit the “n” key (Numeric), and accept the default 1 meter size. Hit Enter to create the box.
 
Step 2 - Modify the box to defeat smoothing in DAZ|Studio
 
While Lightwave allows you to decide whether you want to apply a smoothing algorithm across faceted polygons (“Smooth Threshold” under Surfaces), DAZ|Studio automatically attempts to smooth across all adjacent polygons, even if they are at 90 degree angles. Therefore, it will attempt to smooth the edges of our box, as shown in the image above. For every corner on every object you’ll need to decide if you want to defeat the smoothing algorithm in DAZ|Studio. For our cube, which is composed of 90 degree angles, we don’t want any smoothing, so we’ll need to isolate all six polygons. One way we do this is to select the polygon in Modeler, then Cut and immediately Paste the poly back in place. That way we disconnect the polygon from the adjacent polys, telling DAZ|Studio that there’s no need to smooth them. Select the top and bottom polys of the cube, then hit CTRL-X then CTRL-V to cut and paste them back into position. You’ll also need to select two opposing side polys and do the same thing. That way all polys will be disconnected, but still appear to be a solid cube. Note that if you select and simultaneously Cut/Paste adjacent polys they won’t be disconnected, so you’ll have to do one at a time. Another way to defeat smoothing is to select all of the points associated with the polygons you don't want smoothed and perform an "Unweld" operation.
 
Step 3 - Apply surfaces to the box In Modeler
 
Select one of the side polys and create a UV map named “SideImage” (“T” button in lower right corner, then “new”, then enter name). Then hit the “q” key and name that surface as “SideImage”. Now invert the selection, and name the remaining surfaces as “BoxSurface”. Go into the Surface Editor and apply any image to the “SideImage” UV map. Also apply any surface characteristics you’d like to the remaining BoxSurface.
 
Step 4 - Save the surfaced box as an .lwo file.
 
In Modeler, save the box with its new surfaces as a standard .lwo file so that we can add morphs later.
 
Step 5 - Export the box object as an .obj file.
 
In Modeler go to File/Export/Export OBJ, and save the object in your DAZ/Studio/Content folder as “BoxBase.obj”.
 
Step 6 - Save the UV map image
 
Now save the image that you used for the UV SideImage map in the same DAZ/Studio/Content folder. Make sure that the image name doesn’t have any spaces or weird characters in it, or it might cause problems later on.
 
Step 7 - Run Dodgy’s MGMTLExport plugin
 
Make sure you've installed Dodgy's plugin, and in Modeler, go to Utilities/Plugins/Additional, and select MGMTLExportMD. Name the file “BoxBase.mtl”, and save it in the same DAZ/Studio/Content folder as you saved the .obj file and the image map.
 
Step 8 - Modify the .obj file
 
Go to the DAZ/Studio/Content folder, and open the BoxBase.obj file with Notepad. You should see a bunch of comment lines (starting with a “#”), then an “o” line, then 24 lines starting with a “v”. These are the x/y/z/ coordinates of all of the box’s 24 vertices. After the “o” line, type “mtllib BoxBase.mtl”. The modified file should now look something like the image above. Now save the file.
 
Step 9 - Modify the .mtl file
 
Open BoxBase.mtl in Notepad, and you should see a line that contains the full pathname of the UV image. Remove all of the pathname, leaving just the filename. Since the image will be in the same folder as the .mtl file, the full pathname will just cause problems. Also, make certain that the image name doesn’t have any spaces or weird characters, and is the exact same name as the image you’re using. Now save the .mtl file.
 
Step 10 - Load the surfaced object into DAZ|Studio
 
To verify that the surfaced object looks correct in DAZ|Studio, go to File/Import, and select the BoxBase.obj file. When the Import requester comes up, select the Lightwave Preset, and make sure all of the “Read…” selections are checked. Hit Accept, and the surfaced box should load into DAZ|Studio. If all is well, move on to the next step.
 
Step 11 - Apply morphs in Modeler.
 
Go back to Modeler, and just stretch the cube along the Y axis, and maybe rotate the top a little. Keep in mind that the points/vertices forming each poly in this cube are now disconnected from the others, so select all 12 points at the top of the box, then hit “t” and move them, then “y” and rotate them. Also, as with Lightwave, don’t add or delete any points/vertices when making morphs.
 
Step 12 - Export the morphed object
 
In order to use morphs of .obj objects in DAZ|Studio, you need separate object files for each morph, which include the complete object with that morph applied. However, all you need is the .obj file for that morph without an associated .mtl file. So export the complete, morphed object to DAZ/Studio/Content as BoxMorph1.obj. Repeat this step for each morph you want to apply to the base object.
 
Step 13 - Import base object into DAZ|Studio
 
Go to DAZ|Studio and import BoxBase.obj (see Step 10).
 
Step 14 - Load morph using Morph Loader
 
Select Edit/Morph Loader, and load BoxMorph1.obj using the Lightwave preset. In the Scene tab, select BoxBase. In the Parameters tab you should see a new slider named BoxMorph1 under Morphs/Morph Loader. Run the slider back and forth and the box and image map should morph correctly.



At this point you should have a UV mapped, morphing prop that works in DAZ|Studio.