OD Tool Set: Studio Tools for every Lightwave Artist.

$59.95 

Your Lightwave Dongle/ProductLock ID
Your Registration Name

 

The OD Toolset is an array of feature enhancements for Lightwave Layout and Modeler that can either turn otherwise tedious tasks into a single button press, or provide new workflows that greatly boost productivity. The tools are described below, click highlighted links for video demonstrations. 

You can retrieve the Dongle/Product Lock Number from Lightwave Layout/ Help Menu /About Lightwave 3Dand you'll see your product lock ID in the bottom left corner.

We highly recommend Lightwave 2015 as there are a lot of performance Improvements.  The tools should work in 11.x however, some of the placement tools will perform at a much slower pace.


You can also find additional Videos on the Vimeo Channel

Modeler Tools:

UVRotate:
Allows one to numerically rotate UV selections based on selection centers, around specific selected points, or aligned from one point to another
UVScale:
Allows one to numerically scale UV selections based on selection centers, along specific selected points.
UVQuadRandomizer:
Randomly scales and offsets Quad UV Maps. This allows for ease of use for greeble image detail specifically for displacements.
UVMerge:
Photoshop style flattening of UV Maps.
Strip Non Ascii:
Eliminates non alpha numeric characters from surface and layer names. Optionally, it can name the layers based on the dominant surface name of that layer, or just numerically increment the layer names.
Subdivide 2 Point Polygons:
Simply allows the subdivision of 2 pnt. polygons.
Create Layer from Selection:
Copies the Selection to a new layer and allows you to name it.
Create Surface from Layer:
Creates a surface based on the layer name and assigns it to the polygons in that layer.
Select BG LayerRange:
Selects all layers in between the first and last selected BG Layer.
Select FG LayerRange:
Selects all layers in between the first and last selected FG Layer.
        See video on layer tools

 

Rotate To Axis:
Allows one to select two points, and align them and the rest of a model to a specific axis. Often, you end up dealing with objects that are not quite oriented along an axis in modeler. This allows you to select two points, and straighten the object out.
Set Position:
This lets you pick a point of an object in modeler and lets you type in a new coordinate for said point (like set value). It will then move the entire object the correct amount to have the particular point end up in the newly defined position.
Move By Pivot Offset:
Should the pivot of an object not be in the center, this tool will move the layers polygons.
so that the old pivots position, becomes the center.
Poly CleanUp:
Removes 1 and 2 point polygons. No GUI, just add as hot-key for quick clean-up.
Paste Invert Selection:
After pasting the polygons, it inverts the selection.
Modeler Paste Transform:
Applies the transformation to a model in modeler based on the LayoutCopyTransform script.
Project Switcher:
Allows you to quickly switch content directories and/or create new ones.
• Rotate Normals:
Allows the rotation of Vertex Normals along with objects.  Extremely useful for objects from other packages that rely on vertex normal maps, that typically get ignored in Lw Modeler.
Subdivide Curve(s):
Allows you to quickly subdivide curves to even length segments.

 

Layout Tools:

Layout Copy Transform:
The Layout script copies the world space coordinates of the selected mesh either into the clipboard buffer (if available) or onto a temporary file on disk. The Modeler Script takes the data from the clipboard buffer / or temporary file and applied it to the selected layer(s) in Modeler. This is very useful and fast, since save transformed object from Layout only saves out the single layer on a multi layered object.
Object Placer:
Allows objects/instances to be placed interactively on other objects. Objects can be placed as Clones or Instancers as well as just null placeholders.
Bone Placer:
Allows bones to be placed interactively on objects as either individual bones or ik setup chains.
Interactive Null Motion:
Allows nulls to be placed interactively and raycasted onto other objects and then be setup for motion splines
Environtment Image Tracer:
Allows you to Interactively Paint a reflection/lighting environment Map (a little bit like a mini HDR Lightstudio)

Weight Map Display:
Displays the weights of a selected object
Bone Weight Display:
Displays the weight assigned to a selected bone
        See video on weight display tools

 

Trailer Mover:
Allows for correct animation of a trailer/hinge setup scenario.
Super Vehicle Setup Pro:
Allows for quick and easy setup of a vehicle traveling along a spline path
Clone Lights/Cameras to Instances:
Allows the cloning of Lights and Cameras to instances. A few features such as splitting lights and linking the position/orientation to the original light/camera have been implemented as well. You can also add the Master Plug-in OD_LightCameraCloneToInstancesMaster.py within the UI, which will update the cloned lights/camera transforms to the animated instances.
Create Animation Layers:
This lets you add an animation layer for an item. This is extremely useful for mocap data that you might want to add additional animation on, without loosing the original data. Simply add an animation layer, and add additional animation as needed. Works great for Characters but also just standard objects. In order to see changes in realtime, you need to enable the Virtual Studio Live State Toggle in your LW Menus.
Select Objects by Wildcard:
Selects all objects with the search string in the file name. Lightwave has a built in functionality in the new scene editor that allows for that, but this is much faster when mapped to a button or hotkey.
Select Objects by Surfacename:
Selects all objects that have the search string in the surface name.
Show Vertex IDs:
Custom Object Plugin, that displays the Vertex ID’s on the Object. Be careful with LARGE objects as it can be very slow to display 100k points.
Merge Object Surfaces:
Takes selected objects, and gives them a single combined surface name. That allows one to quickly change the surface of objects based on the objects selection. A use case for this is the following: Lets say you have a scene, where you have 100 different boxes laying around on a plane (maybe it was from a dynamics simulation, maybe just a grid). Each box has their own surface, maybe even named the same as the others, and you have a client that’s sitting over your shoulder and wants to pick individual boxes and change their surfaces. You can use VPR and shift click, but you have to do it one box at a time. With this script, you can select the boxes all at once, run it, and it will change their surfaces to the specified name, which you can now easily select in the surface editor with scene mode.
Save Objects to Directory:
Saves selected (or all, if nothing is selected) objects to a specified folder, keeping images in their location. This is extremely useful for example if you want to make an octane specific scene, or for other uses where you want a duplicate of your objects, while still referencing the original image locations. There are options to save the objects, save the objects layers in their transformed locations or save individual object layers in the 0,0,0 position. The Scene is not saved by design.
Just Save:
Saves all selected objects.
Save Scene At Frame 0:
Regardless of where your current time is when you save the scene, this script will adjust the saved lws file to be saved at frame 0, therefore allowing for quick loading back into lightwave in case of Syflex or Bullet Dynamics use.
Replace by Null:
Replaces Lights/Cameras/Bones with a null object, maintaining the animation. LW has the built-in functionality of replacing and object with a null, but lacks being able to replace a light or camera with a null.
Project Switcher:
Allows you to quickly switch content directories and/or create new ones.
Light Link Lister:
Shows you exclusions for all lights in all objects in a nice easy to read overview.
• Instances to Point Object:
Converts an instancing setup to a point object.
• 2 Point Poly Instance Fit:
Fits instances along 2 pt polygons.