Lightwave Genoma to Unity

Hello, I have search on the forum but couldn’t find any good reference of starting point for a lightwave to unity workflow in terms of RIG. All information found so far refer to older lightwave version.

I went through a couple of problem, when I first imported the rig, the rig did not follow the bone properly and the mapping was all broken. I did the following in order to get it work and hopefolly someone can tell me other way to improve the method

0- Make sure you do a backup of your lightwave scene first as many of those step cannot be undone. Never work on your “untouch” rig scene.
1- right-click root bone to select entire hierarchy, press enter to make sure each bone have a key on the 0 frame (in order to not rely on IK) - i’m not sure if this step is necessary but I did it based on older post
2- Make sure to shift+P (record pivot position) and “r” (record rest) on all bone that doesn’t have a 0,0,0 rotation value
3- Reimport (I did my import using the applink, so it’s an auto import from the LWS so I can’t tell you what FBX option you should choose.

Note The rig is using Goal, target and nul etc. As any genoma rig would. No need to unparent or delete anything in order to get the rig correctly imported. Next step of investigation is Animation and Weight map. Feel free to add your precious information for working from Lightwave to Unity

I recently upgraded to Lightwave 2015 and discovered this tutorial from Lightwave of how to work with Lightwave, Genoma2 and Unity

https://www.lightwave3d.com/learn/article/genoma-2-to-unity/

I have not tried this out myself yet, but I thought I post the link anyway.

I have LW9.6, I just export the models in fbx formatt.

you will have strange result in mechanic if you dont set the bone rotation correctly. I also have better result using the latest FBX version while exporting (2014)