Using BodyPaint 3D with LightWave
If you are a LightWave user, the quickest way to get your models from LightWave to BodyPaint 3D then back again once you’re done paintin, is to use the BodyPaint 3D to LightWave exchange plugin. The exchange plugin supports LightWave version 7.5.
First things first, you need to do the following to get up and running:
The LightWave 3D exchange plugin
Sending your object from LightWave to BodyPaint 3D is child’s play.
Load the object in Modeler and check that you’ve assigned all the materials you’ll need (this is an important step because although you can create materials in BodyPaint 3D, you won’t be able to send them back to LightWave).
In Modeler, choose Additional > BodyPaint 3D. We recommend that you add the BodyPaint 3D and BodyPaint Prefs commands to the interface (use LightWave’s Edit Menu Layout and Edit Keyboard Shortcuts commands to do this. You’ll find these commands on the Modeler > Options menu).
Select the BodyPaint 3D command from the Additional menu.
The following dialog will open:
Default Texture Path
This is BodyPaint 3D’s default path for new textures. Enter a valid path or the file exchange will fail!
BodyPaint 3D Path
This is the location of the BodyPaint 3D application.
Object Scale
The object will be scaled by this factor in BodyPaint 3D. LightWave objects tend to be very small compared to BodyPaint 3D’s world grid. The default Object Scale of 100 usually ensures the object is a comfortable size to work with in BodyPaint 3D (the object will be 100 times larger in BodyPaint 3D than it is in LightWave).
Autoscale
If this option is enabled, the object will be scaled automatically to ensure it is a sensible size in BodyPaint 3D. Disable the option if you want to work to a specific scale.
TGA Conversion
Unfortunately LightWave’s TGA loader has a long-standing bug: once a TGA picture has been loaded, it cannot be overwritten because LightWave’s resources won’t free it up. You can avoid this problem using TGA Conversion, which converts TGA files to TIFFs. Note that the conversion will fail if a TIFF of the same name already exists.
Once you’ve defined the two paths, you’re ready to send your object to BodyPaint 3D. Click OK.
The Communicating with BodyPaint 3D dialog will open.


Next, BodyPaint 3D will start automatically (if not already running) and the object will be loaded into BodyPaint 3D. You’re ready to paint.
The Bitmap Filter Plugin (B3DImport.p)
This plugin allows LightWave to load and render .b3d files (BodyPaint 3D’s native texture format).
Without this filter you cannot load BodyPaint 3D textures into LightWave so we have made this import filter freely distributable. If your project is to be downloaded or distributed on CD then you’ll need to include the filter plugin either as a file on the CD or as a link on a web page.
Returning to LightWave
Once you’re done painting in BodyPaint 3D, you’re ready to send your work back to LightWave.
To return your work to LightWave:
In BodyPaint 3D, choose File > Send Scene Back.
Note that the object is not sent back to LightWave. Rather, it’s only the object’s UV coordinates and painted textures that are returned.
Keep in mind that you should not make any changes to the object’s polygons in BodyPaint 3D because these changes will be lost when you return to LightWave.
The UVs and textures will be returned to LightWave and the Communicating With BodyPaint 3D dialog will close automatically.
Transfer Restrictions
Naturally, there are differences in the way that LightWave and BodyPaint 3D handle objects, UV coordinates and textures. Therefore the following transfer restrictions apply.
Materials
Geometry
If you send a SubPatch object to BodyPaint 3D, it will be converted to a HyperNURBS object. Weighting and selected areas are lost. The subdivsion of the mesh may be different as well.
Troubleshooting
I’m using a Mac and in LightWave my B3D file is a black texture with white text!
The QuickTime plugin has activated itself. Remove the QuickTime plugin and the file will load correctly. Alternatively, use the TIFF or PSD file format instead of the B3D format.
Can’t create exchange file
Check that you’ve set the Default Texture Path correctly.
Not enough memory! Please check memory assignments!
This error message only appears under Mac OS 9. Increase the amount of virtual memory or reduce the amount of RAM assigned to LightWave.
Not enough memory for that operation
This error message sometimes happens under Mac OS 9. LightWave then crashes. This is a LightWave bug, but you can work around it by switching LightWave’s 3D view from Textured to Shaded.