Welcome to FF7 for Lightwave 101!
(This "tutorial" assumes you have a working knowledge of LW & Modeler.)
The best converter out there, right now, is Mirex's Conv program. (I'd include a link, but I'm a bit busy right now...)
With this, you can convert any FF7 model (battle or field) into the LW6 format, which will include the vertex coloring of the original model! Make sure that when you extract the .p files from the LGP, you grab any textures you need, and save them as BMPs or some other LW compatible format. This will save you a bit of time later!
Next comes the hardest part: rebuilding the model. Using HRC info, (or just eyeing it) rebuild the model, (I would love to have a plugin that would do this for me...) using something like a default pose. Keep them in seperate layers until you give each piece of the model a unique weight-map. Once the model is together, rebuild the skeleton in modeler using the skelegons. Assign all the weight maps to the appropriate bones. (Every piece must have a bone & must be weighted for this to work properly.)
At this point, select the polygons that will contain textures, and give each one a unique surface. Copy the surface attributes from the rest of the model, and paste it into all the new surfaces. (We'll deal with texturing later, but you can do it now...)
Clean up any modeler work you need to. Oh: NEVER MERGE POINTS! This will screw-up the vertex shading, and will make your model not work correctly!
Next, move from Modeler to Lightwave, and load the model. Convert the skelegons to bones, and set them all to "Use Weight Map Only"!
The last step is to import any textures, and set them up on your model. (This will take a bit of tweaking!)
There you are! A fully boned, animatable, model, looking just like the models from the game! Enjoy!
Sephiroth 3D"I don't understand..." "You don't have to understand." - Final Fantasy: The Spirits Within
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