Lee: Thanks. In my newbie confusion I didn't remove 'Ground' from the schematic view in Layout, but I'm still a bit confused about the instructions for setting up the file for conversion. For DeformConv they say:
"The model (in modeler I assume) must reside in layer 1. Skelegons (if present) must reside in layer 2. Layout created bones reside in layer 1 (along with the model)."
I thought that meant that in Layout, the model and its bones should all reside in layer 1. It appears now that I took that the wrong way, and that they should be on separate layers, even in Layout. However, Lightwave puts converted skelegons as bones into layer 1. Sorry for the confusion, and thanks for your help. :)
For me, in the long run this probably won't be an issue, as I would like to use messiah:animate for character animation, and it doesn't export bones to Lightwave, but (I think?) it exports vertex animation. But this brings up another question. Does your conversion program handle vertex animation?
"The model (in modeler I assume) must reside in layer 1. Skelegons (if present) must reside in layer 2. Layout created bones reside in layer 1 (along with the model)."
I thought that meant that in Layout, the model and its bones should all reside in layer 1. It appears now that I took that the wrong way, and that they should be on separate layers, even in Layout. However, Lightwave puts converted skelegons as bones into layer 1. Sorry for the confusion, and thanks for your help. :)
For me, in the long run this probably won't be an issue, as I would like to use messiah:animate for character animation, and it doesn't export bones to Lightwave, but (I think?) it exports vertex animation. But this brings up another question. Does your conversion program handle vertex animation?