Lightwave Plugins and Scripts
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Thanks to all who that have helped me over the years by showing an interest, providing assistance, giving ideas, testing, suggesting features, reporting bugs and doing inspiring work I could learn from.
Special thanks goes out to Mikael Burman (aka Cageman), Johan Walfridson, Lernwel Ang (aka Faulknermano), Mike Green (aka Dodgy), Scott Lange (aka Caustius), Michael Wolf (aka LightWolf) and everyone at NewTek!
ef AutoDismissRenderStatus   Layout Master Script; LW 9.2 or above.
When applied and active it will dismiss the Render Status dialog on single frame renders upon render completion. That means no more having to hit enter after every test render!
ef MultiService with LastCommand   Layout Master Script; LW 8.5 or above.
This master script executes commands on multiple selected items. To use, you simply add the command name to a list, and the next time you execute the command it will do it for all selected items.
Since v1.8 the script features a Last Command function which will attempt to execute the last issued command on all selected items.
Since v1.99 the script features a import and export functions to facilitate sharing command lists.
When updating, please take care not to overwrite your own ef_MultiService.cfg file with the one provided in the zip, if you want to keep your own configuration.
ef AutoSliderToggle   Layout Master Script; LW 9.3.1 or above.
This script will toggle sliders on and off depending on your selection. It will show the sliders of all selected items, while hiding all others. Selecting a child is also sufficient to show the slider of a parent. So you can select a bone and the slider of the parent mesh will still show.
Setup is simple. Just select and add an object to the list in the scripts GUI. The script will toggle slider visibility for all items in this list.
ef SelectChildItems   Layout Generic Script; LW 8.5 or above.
As the name says, it will recursively select all child items. Multiple selections supported.
ef ItemVisibilityToggle   Layout Master and Generic Scripts; LW 8.0 or above.
This set of scripts provides functions to toggle item visibility for multiple items. Rather than working with different visibility modes, it simply hides or shows items.
The script has a GUI accessible through the Master Plugin panel with some options:
Affect: Selected Only / Selected and Children determine what items are considered selected. If set to Selected Only, only those items directly selected are considered selected. If set to Selected and Children, the directly selected items aswell as their children are considered selected.
Hide as, which allows you to set how hidden items should be displayed. (New in v1.4)
Default Visibility, sets what visibility items the script has no previous knowledge of will be set to. Normally the plugin stores the previous visibility state for an item when you hide it using the script. But if an item was already hidden when you first ran the script on the item there is no such state to be had, instead it uses the visibility set by this option.
Toggle Active State for Objects. Effectivly hides object from render, not just openGL. (New in v1.3)
Save To Scene. When you hide an item the script stores it's previous visibility state so it can restore it to the way it was. This option allows you to choose if you want to save this information to your scene file. If you do not use this option your items will be restored to the Default Visibility instead. If you don't care either way, it is safest to leave it off!
ef ItemFocus   Layout Master, Gizmo and Generic Script; LW 8.5 or above.
ItemFocus is a leaner variant of ItemVisibilityToggle. Instead of providing lots of different ways to hide and show items it provides only one way, but with a simple and effective workflow. ItemFocus works as a toggle. It's either on or its off. Activate ItemFocus to hide all unselected items. Deactivate to unhide them. This kind of functionality is sometimes called Solo or Isolate.
Options include: * Evaluate selections as distinct items or hierarchies. * Toggle active state for objects to hide them from renderer. * Show a frame around the viewports when focus is actived. (Experimental/LW9.6 only) * Live Mode which reapplies the focus everytime selection changes (Experimental)
ef SolidOverlay   Various formats; LW 8.0 or above; Any platform; Read below..
This plugin will display a solid black camera overlay in the camera viewport.
There are three versions (all included in the zip, each in it's own folder): * Master Gizmo plugin for LW 9.3.1 and above. Win32 Only. (Win32 folder) * Item Animation Gizmo script for LW 9.6 and above. Any platform. (LScript folder) * Custom Object plugin for LW 8.0 and above. Win32 Only. Legacy. (Legacy folder)
To use, simply install any version of your choosing, and run the command from the menu to toggle the overlay on and off. Although you can install all of them, I advice to only install one. The preference order is as listed above.
ef ViewportSize   Layout Master Gizmo and Generic Plugin; LW 9.3.1 or above; Win32 Only.
This plugin will display the size of all viewports. It's main use is as an aid for sizing the first (upper left) viewport in order to create openGL previews at specific resolutions.
ef AddNullAsChild   Layout Generic Script; LW 8.5 or above.
This scripts simply adds a new null and parents it to the current selected item (the last selected if multiple). If no item is selected, it will just create the null as per usual (no parenting is performed). It's main purpose is to saves time, by saving a few clicks, for a common rigging task.
ef AddChildJoint   Layout Generic Script; LW 9.6 or above.
This scripts replaces the native Add Child Joint command. It adds a child joint whose length and vector matches that of the parent. This is analog to how Add Child Bone works. However, it differs from Add Child Bone, in that it will create a new root joint if a mesh is selected.
ef ItemToOBJ   Layout Generic Script; LW 8.0 or above.
This script generates an OBJ file containing vertices matching the coordinates of selected items (commonly nulls). It's useful if you for example need to get camera tracked nulls into Modeler.
ef StaticChannel (Experimental)   Channel Modifier Script; LW 9.6 and later..
Static Channel will maintain a single key at time=0 for the channel it's assigned to. If a new key is created at any other time, it's value is copied to the key at time=0 and the new key is deleted. This script is useful for when you want to be able to tweak a channel, with the timeslider at any frame, yet only ever key at time 0 and nowhere else.
ef PasteAsSelected   Modeler Script; LW 8.0 or above.
Pastes and selects pasted elements. Two similar scripts are included. The only difference is what remains selected when the script return. PasteAsSelected will clear any exisiting selection in advance and select only the pasted elements. PasteAsSelected_Additive will keep any existing selection and add the pasted elements to that selection. I suggest replacing the native paste (Ctrl+v obviously) with either of these, whichever you prefer.
ef Duplicate   Modeler Script; LW 8.0 or above.
Copies, pastes and selects pasted geometry. Assign it to a hotkey for a smoother workflow. (I recommend Ctrl+D).
ef PickSurface   Modeler Script; LW 7.5 or above.
Picks the surface of the last selected polygon in the Surface Editor.
ef MakeLine   Modeler Script; LW 8.5 or above.
A set of two old but revamped scripts. They will create chains of 2-point polylines from user point selection. One creates an open chain, the other a closed chain.
ef ToggleLines/Curves   Modeler Script; LW 8.5 or above.
This script will toggle curves to/from polylines similar to how native command Toggle Faces/Subpatches (tab) toggles faces to/from subpatches.
...more to come...