This section details common questions to Lightwave related questions. The set of Lightwave import and export converters are some of the most used and most important to PolyTrans users. One of the most common uses of the Lightwave converters are to move data to/from Maya and 3DS MAX. Please do not hesitate to forward any questions you have about the Lightwave converters to email@example.com.
We provide full support for traditional Lightwave bones and skinning, for both import and export. Implicit and explicit bone weights are supported during import from Lightwave files, as well as the 'Faster Bones' bone weighting method.
Free solutions do not provide proper conversion solutions. Okino's export to Lightwave (such as from 3ds Max, Maya, Collada, FBX, CINEMA-4D, DirectX, U3D, etc) will create proper bone hierarchies under each skinned mesh model and not NULL node hierarchies.
Lightwave, of course, is unique unto itself. It creates the bone hierarchy under each mesh object, whereas in other 3D packages the bone hierarchy is not a child of a mesh object. This is properly handled during import and export to Lightwave files. - Updated: May 12, 2013
The old Lightwave v5.6 file format does not include the capability to import uv texture coordinates. Please read the Lightwave export converter documentation which describes a work-around using a third-party product called 'U-View' that NuGraf supports. Lightwave 6.5 and newer uses a heavily updated .lwo file format and this allows for uv texture coordinate 'sets' to be handled.