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Home > Supported File Formats > LightWave to Universal Scene Description


How to convert LightWave (.lws,.lwo) to Universal Scene Description (.usd,.usda, .usdc.usdz)?


PolyTrans|CAD+DCC performs mathematically precise CAD, DCC/Animation, GIS and BIM 3D file conversions into all key downstream 3D packages and file formats. Okino software is used and trusted throughout the world by many tens of thousands of 3D professionals in mission & production critical environments, backed by respectable personal support directly from our core development team.

     

LightWave

LightWave is a well known and respected DCC/Animation system which has been around since the early days of the Amiga. It continues to be developed by Newtek Inc.

Okino implemented the main system to read and write LightWave .lwo and .lws files as of 1993, with the peak demand for our LightWave converters being throughout the 1990s and into the early 2000s, after which other animation systems became more popular (3ds Max, Maya and Softimage).

Fortunately a copy of the LightWave software is not needed to convert to/from the .lws and .lwo formats (as otherwise is the defacto case for the 3ds Max and Maya animation systems). The general scene data is stored in the ASCII .lws scene file whereas the binary .lwo file contains the geometry and material information.

     

Universal Scene Description

The USD format (“Universal Scene Description”) is an open 3D model and scene format designed for efficient storage and streaming of 3D asset data. It is a high-performance extensible framework and ecosystem for describing, composing, simulating, and collaboratively navigating and constructing 3D scenes. An extensive overview of USD is provided in the Okino USD documentation.

Pixar Animation Studios originally created the USD platform (as its fourth generation variation after its Marionette & Preso systems) to improve studio-wide collaborative workflows. USD provides a concept of "scene composition", building a unified scene from potentially thousands of loosely-coupled source assets. For example, the mesh, rigging, materials, and animation for a single model might all come from different "layers" (files), each created and maintained by a different artist or department. Layers can store multiple "variants" of any given data, helping to solve problems of versioning/approval. The coupling between layers is very dynamic and loose, allowing for greater flexibility during the production process. The entire USD system is designed to facilitate a large studio making feature films, with all of the scale that that implies.

USD should be considered more of a code framework (“OpenUSD”) for use in group collaboration, to help with the aggregation of various 3D data sources into a unified scene through a process referred to as scene composition. A subset of that code framework provides for reading and writing USD disk-based files as well as rendering USD scenes (Hydra). The system is rather complex to implement (for software developers) and to use (from first principles) as a 3D graphics artist. The USD file format itself is not for faint of heart and is best read/written using the OpenUSD SDK + various programming APIs. More commonly used ASCII 3D file formats such as COLLADA, VRML2 and Wavefront OBJ are much easier to manipulate/understand/use on a human level basis.

File extensions used by the standard include:

  • .usd, Either ASCII or binary-encoded
  • .usda, ASCII encoded
  • .usdc, Binary encoded
  • .usdz, Zero-compression, unencrypted zip file