DL.2 Media Server Support - Creating Custom 3D Objects for the DL.2 in Lightwave 3D:

 

If you have Lightwave and are not and expert modeler you may find this free plug-in very helpful for U,V mapping (PC only at this

time): http://www.respower.com/page_superuv

 

 

1. On a Windows or Mac OS X computer using LightWave 3D to create an 3D object with a size of approximately 13m  X 9.6m.

2. Ensure your 3D object is textured in some meaningful way. Tip: Keep your U,V coordinates between the ranges of 0 and 1 to

    avoid tiling.

 

 

Click for full size image

Click to view a full size image of a 3D object model created in LightWave Modeler. The object depicted, when used in a DL.2 fixture with a DL.2 media file, simulates a kaleidoscope, for example.

 

3. From Lightwave you will need a program to convert the .LWO file to the Direct X. fomat such as

    Deep Exploration by Right  Hemisphere.

 

Click for full size image

Click to view a full size image of the software Deep Exploration by Right Hemisphere being used to view LightWave 3D object file. Once this file is saved as a "*.x" DirectX model file format, it can be used as an object file in DL.2.

 

Click for full size image

Click to view a full size image of the software Deep Exploration by Right Hemisphere being used to Save a LightWave 3D object file as a "*.x" DirectX model file format. Once this file is saved as a "*.x" DirectX model file format, it can be used as an object file in DL.2.

 

Click for full size image

Click to view a full size image of the software Deep Exploration by Right Hemisphere being used to Save a LightWave 3D object file as a "*.x" DirectX model file format. This image shows the DirectX model - Export Properties "General" tab that appears when you save a LightWave file as a Direct X model -- deselect the "ASCII mode" option. Once this file is saved as a "*.x" DirectX model file format, it can be used as an object file in DL.2.

 

Click for full size image

Click to view a full size image of the software Deep Exploration by Right Hemisphere being used to Save a LightWave 3D object file as a "*.x" DirectX model file format. This image shows the DirectX model - Export Properties "Texture maps " tab -- deselect the "Export textures " option and click the "OK" button. Once this file is saved as a "*.x" DirectX model file format, it can be used as an object file in DL.2.

 

4. If your DirectX file is ready for the DL.2, launch your DL.2 Content Management Application on PC or Mac OS X, and add  the file to

    a User Objects directory and assign a DMX value to the file.

5. On your lighting console, select your object file and apply it to a media file for use in your lighting design.