View Full Version : New to modo - missing tools...
Hi!
My company has requested me and a mate to test out modo's evaluation copy in next couple of weeks 'cause we heard it's so good and fast; and cheap... :buttrock:
Right now I've tried 3dsmax and its plugin polyboost, and there are a bunch of useful modelling tools that I'm missing in modo, or the equivalent...I'll make a fast explanation for them, and probably you will be able to gimme a hand :)
Constrain to edge: That's moving any subobject (vertex/edge/face) but only along the edges that are in contact with it, keeping the shape of the object. It's also useful for moving a loop of edges next to the adjacent.
Constrain to face:...the same but moving subobjects along faces without changing the silhouette of the object.
Geopoly: It creates a perfect ngon from any poly. That means that, when subdivided, it's a perfect circle, it saves a lot of time.
Connect N: Like the Slice Loop in modo, but it lets you choose the number of segments you want to subdivide!
Flow Connect: Like Slice Loop, but actually keeping the flow of geometry, calculating the angle where the new loop will appear.
Symmetry: Modo has the option of making symmetric changes in geometry, but I haven't found how to choose an existing object, mirror it, weld the vertexs in the seam, and keep working in symmetry mode.
GrowLoop/GrowRing: It's like to loop tool, but you everyclick you make to the option, it grows 1 step from the existing selection. That's an important one, because sometimes it's very tedious to select a complete loop and begin unselecting undesired faces.
Well, that's what I'm missing now, maybe I forgot something...can you gimme some advice please? Thanks :)
-DDS
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Mylenium
12-25-2005, 08:13 AM
Hi!
My company has requested me and a mate to test out modo's evaluation copy in next couple of weeks 'cause we heard it's so good and fast; and cheap... :buttrock:
Right now I've tried 3dsmax and its plugin polyboost, and there are a bunch of useful modelling tools that I'm missing in modo, or the equivalent...I'll make a fast explanation for them, and probably you will be able to gimme a hand :)
Constrain to edge: That's moving any subobject (vertex/edge/face) but only along the edges that are in contact with it, keeping the shape of the object. It's also useful for moving a loop of edges next to the adjacent.
Constrain to face:...the same but moving subobjects along faces without changing the silhouette of the object.
Geopoly: It creates a perfect ngon from any poly. That means that, when subdivided, it's a perfect circle, it saves a lot of time.
Connect N: Like the Slice Loop in modo, but it lets you choose the number of segments you want to subdivide!
Flow Connect: Like Slice Loop, but actually keeping the flow of geometry, calculating the angle where the new loop will appear.
Symmetry: Modo has the option of making symmetric changes in geometry, but I haven't found how to choose an existing object, mirror it, weld the vertexs in the seam, and keep working in symmetry mode.
GrowLoop/GrowRing: It's like to loop tool, but you everyclick you make to the option, it grows 1 step from the existing selection. That's an important one, because sometimes it's very tedious to select a complete loop and begin unselecting undesired faces.
Well, that's what I'm missing now, maybe I forgot something...can you gimme some advice please? Thanks :)
-DDS
You should check the SIGGRAPH presentation videos and the clips pertaining to modo 201 on the luxology.com website. Several of your "missing" features will be included in the next release. Also check vertexmonkey.com for scripts that re-create and add certain functionalities. You will also find advice and scripts on the Luxology forums.
Mylenium
sirap
12-25-2005, 08:17 AM
Geopoly: It creates a perfect ngon from any poly. That means that, when subdivided, it's a perfect circle, it saves a lot of time.
Don't really understand, but there's a script which you can download from..vertexmonkey I think which lets you turn any amount of polys/verts/edges into perfect circles
Connect N: Like the Slice Loop in modo, but it lets you choose the number of segments you want to subdivide!
Loop slice can do this to, just set the amount of slices you want in "count". (turn of slice selected)
Symmetry: Modo has the option of making symmetric changes in geometry, but I haven't found how to choose an existing object, mirror it, weld the vertexs in the seam, and keep working in symmetry mode.
Well I would just copy and paste the geometry, scale it with a -100 value and flip the polygons with F. Then I would select the middle vertices and activate the "Merge" tools under the Vertex tab
GrowLoop/GrowRing: It's like to loop tool, but you everyclick you make to the option, it grows 1 step from the existing selection. That's an important one, because sometimes it's very tedious to select a complete loop and begin unselecting undesired faces.
Easy, select the first two edges of the loop, then just hit the Up key to grow the selection :)
[/b]Symmetry: Modo has the option of making symmetric changes in geometry, but I haven't found how to choose an existing object, mirror it, weld the vertexs in the seam, and keep working in symmetry mode.
[b]
Well I would just copy and paste the geometry, scale it with a -100 value and flip the polygons with F. Then I would select the middle vertices and activate the "Merge" tools under the Vertex tab
With modo when nothing is selected, everything is selected. This means that if you have nothing selected and mirror it with the Mirror tool, everything gets mirrored. And if you mirror everything you have - say, a half of a head - along the certain axis (you have of course aligned the points perfectly before this to the 0 plane of the axis you're about to mirror everything) the points get merged automatically as long as the option is set to "on" on the tool properties. So all you need is one tool if you're lucky :)
OH, that's great, Thank you! I feel much more confortable with this software now. Also, that Vertexmonkey site is amazing: it's good to see such a developed modo community... :)
Anyways, I have another doubt:
In some programs you can clone an object, and then make the 2 clones behave exactly when you modify the shape, add more polygons...
That would be good to have, since If I create an object and want to place 30 instances of it all over an object, It would be hard to place all of them again if I make some modifications that have to be applied to everyone.
Any ideas about this one?
Thanks :)
DDS
sirap
12-25-2005, 12:23 PM
Hmm..I don't think Modo 103 has instances, but the next modo (201) has them
Anyways, I have another doubt:
In some programs you can clone an object, and then make the 2 clones behave exactly when you modify the shape, add more polygons...
DDS
Hy, I think your talking about instancing.
It will be avaible in next release. Take a look at this (http://content.luxology.com/modo/201/video/Instances.mov)
Oh, awesome! It will also have constraint to edge :)
Modo is definitely the way to go. I'm totally amazed.
EarthQuake
12-29-2005, 12:15 AM
Ill just keep this in the same thread since we work at the same place. Does anyone know how to sync the perspective viewport to the other viewports? This was a default setting in lw that you had to change to get it to the default setting in modo, so im assuming somewhere you can change it? Sync so it has the same centerpoint/zoom as the other viewports..
EarthQuake
12-29-2005, 12:39 AM
Also, is there a way to snap verts/polys to a certain xyz value? In lightwave it was set value....
Mike RB
12-29-2005, 01:59 AM
2nd "Pill" in a 3d viewport (top left)>Properties...>Independant Center
2nd "Pill" in a 3d viewport (top left)>Properties...>Independant Scale
2nd "Pill" in a 3d viewport (top left)>Properties...>Independant Rotate
Geometry>Vertex>Set Position...
And in addition 201 will add Python scripting to the Perl and Lua scripting it already has.
I can't wait for that.
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