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How to import Kitbash 3D meshes into Lightwave 3D

Updated: Dec 15, 2023

The better way to import Kitbash 3D meshes into Lightwave is using the FBX importer in the Layout interchange bridge.


The Interchange is located in the I/O tab.
The Interchange is located in the I/O tab.

The Lightwave artist have to click on the Read file button to open up the file read settings window and then, choose the fbx file to read.



The interchange window after the file was read.


Scroll down to see the list of meshes inside the fbx file. Each one is parented to a null.

XL_Bldg_C, L_Bldg_A, L_Bldg_B, etc; are nulls that contains children geometry.
XL_Bldg_C, L_Bldg_A, L_Bldg_B, etc; are nulls that contains children geometry.

In this example, the L_Bldg_A mesh will be loaded. The artist select it in the list and click on the arrow pointing to the left to load the meshes. The artist also can load more than one building or all of them by selecting the other nulls.


The loaded mesh:


Observe that the building is not on the origin and there are keyframes. Then, before save the geometry as a Lightwave file, it's necessary to do a fast clean up.


First, make sure that the null is selected:


Then, reset the position to zero in the X and Z axis:


Now the geometry is ready to be saved. For this, I recommend to use Mike Green's script save transformed. The plugin can be download in Mike Green's page at http://www.mikegreen.name/plugins.htm#SaveTransformed . After the download, I loaded the plugin and added it to the left mouse button pop up menu.


Then, go to the scene editor and select the child items of the null with the mouse right click on the null's name.


After the meshes are selected, the artist is ready to use the plugin.
After the meshes are selected, the artist is ready to use the plugin.

Ctrl+Shift+Left mouse button click to open up the LMB pop up window. As I said, I put a shortcut to the plugin there. Click on the plugin's name to open up the file save window.


Then click on the arrow to choose the folder to save the meshes.


After saving, we can verify that the meshes were saved in the folder that was chosen.


Now, we will use the Modeler version of the Mike Green's plugin to load all geometry files at once into Modeler. Again, I mapped the plugin's shortcut to the LMB pop up window.


The same procedure is used to load the files. We will choose the folder where they're saved.


Each mesh is loaded in a different layer. Now, the Lightwave artist can flatten all layers and save all meshes as a single file.


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