PDA

View Full Version : Lightwave in modo


lexypobi
12-28-2005, 10:05 AM
you know modo is a very powerful modeler, and the interface outstanding, but my problem here is that, when you are modeling in modo you still feel like you are modeling in lightwave, infact 80% of it work flow feel like lightwave, and that what i dont like. I Hope the animation module will look a lot diffirent than that of lightwave.


This shows that the luxology team are really former Newtek staff.



The software you are confortable in is the software you will grow in.

noen
12-28-2005, 11:51 PM
I think you're right that it has a lightwave "feel" to it. Quite a few would consider that a feature as lightwave is a major 3d app with thousands of users as well as many studios. You can change the navigation so it more closely resembles Maya and I've heard rumors, only rumors BTW, that in 2.1 you'll be able to change it even more. I would like to have Wings/Mirai style navagation but... it's ok for now.

"This shows that the luxology team are really former Newtek staff."


Nothing wrong with that.

http://forums.cgsociety.org/images/icons/icon7.gif

lexypobi
12-29-2005, 11:11 AM
I think you're right that it has a lightwave "feel" to it. Quite a few would consider that a feature as lightwave is a major 3d app with thousands of users as well as many studios. You can change the navigation so it more closely resembles Maya and I've heard rumors, only rumors BTW, that in 2.1 you'll be able to change it even more. I would like to have Wings/Mirai style navagation but... it's ok for now.

"This shows that the luxology team are really former Newtek staff."


Nothing wrong with that.

http://forums.cgsociety.org/images/icons/icon7.gif


well i guess you are right, but my point here is that i want to work n feel like am working in modo not lightwave, and it not just the navigation that is similar in modo but most of it tools to.

Para
12-29-2005, 12:08 PM
One way to look at modo is to think it's Lightwave 9 everyone was expecting but was never delivered with that name.

Get over it.

lsddigital
12-29-2005, 12:14 PM
how do you want to work?... like maya do?, or 3DsMax...
it is true... modo is a 80% lw workflow style. but that is good or bad, depend how you like to work.
I think modo is a really good software, because in many things is better than LW... and better than 3dsmax too (i donīt use maya).
if you want modo have some new features, in luxology forums you can ask for it.
they are a really good team, and they listen what the community said.

Mylenium
12-29-2005, 01:07 PM
well i guess you are right, but my point here is that i want to work n feel like am working in modo not lightwave, and it not just the navigation that is similar in modo but most of it tools to.

I don't quite get why you are complaining. I've used Cinema4D, Maya and even for a (fortunately) very short time MAX. When it comes to polygonal/ SDS modeling, I can hardly think of a better tool than LW or modo that fits my workflow. Silo, Mirai and Wings3D are also okay if you are only doing organic models (but not for me), but that pretty much covers it. What specifically would you expect to get that "modo-feel"?

Every program has its own way of implementing certain algorithms and where modo has a layer system, others have a hierarchy tree, but that's a mere superficial thing. Where in Maya you would use grouping, in modo you use layer parenting or simply copy all components to the same layer. Where you do booleans in other programs based on selcrtion order, in LW and modo their behavior is defined bei FG/ BG layers. I could bring up more examples, but what I'm trying to say: the metaphors and paradigms may be different, but neither way of doing things is superior. To me it makes little difference as long as it works and if I come to think of it, you don't even could say that in other programs you need less mouse-clicks (certainly not true for MAX and Maya with their many static panels). So there your go.

Feature-wise modo is not quite complete yet even as a modeler in some areas, but neither are MAX, Maya or Cinema 4D - they all rely on scripts and third party plugins to add functionalities and sometimes the most basic ones (to this day Maya doesn't have a decent built-in bevel tool!). Of course we will see many improvements with every release and maybe that will lead to a different "feel", but I doubt it will completely change the way modo works. However, I'm sure they won't repeat the mistakes made with LW and keep an eye peeled for what the market already offers and potential customers may want, especially once they move to animation. At least I don't expect to find LW's fragmented animation tools and dozens of plugin based tools in other areas.

Mylenium

nvvm
12-29-2005, 02:04 PM
you know modo is a very powerful modeler, and the interface outstanding, but my problem here is that, when you are modeling in modo you still feel like you are modeling in lightwave, infact 80% of it work flow feel like lightwave, and that what i dont like. I Hope the animation module will look a lot diffirent than that of lightwave.


This shows that the luxology team are really former Newtek staff.



The software you are confortable in is the software you will grow in.

For me some things feel familiar but overall it's a vastly different experience. I don't get why if you do feel that way why it's a problem ? Puzzles me why this would be a problem, I don't see it and don't get it. It would be nice if you expanded on this a bit.

swampthing
12-29-2005, 07:11 PM
I don't see how feeling like lightwave is a bad thing? LIghtwave's modeller has always been a very efficient if outdated modeller. Modo took the good things and made em better and added everything else that made it modern.

Prince3d
12-29-2005, 07:50 PM
I think its a good thing for us Lightwave users;) , Dont have to spend an age learning the new interface..

Nemoid
12-30-2005, 06:52 AM
The Lw inheritance in Modo is quite good, especially for organic modelling. modelling in modo is quite similar to modelling in Lw, but you have advantages in selections and edge/ ngons manipulation. u can also customize your interface alot.
some other inspiration can be taken from Maya or other apps, regaring inorganic/architectural modelling. Lw has a plugin very cool, called Lw cad tools, which is commercial, but introduces alot of good tools for archiviz modelling.with good snaps too. so, it would be great if Modo had some dedicated tools too. there's some good script tho, so the path will go in that direction too.

other than that : there are alot of apps to be inspired by for animation. one is surely Messiah, another one could be Motion Builder. I'd forget about Lw for animation, because even if you surely can do cool jobs with Lw, animation is not the strongest area of the app.

It should become another Modo strong point instead, because every big app is animation based, and in particular character animation based.

a cool thing would be to introduce for example bones that work fine with no weight maps like in messiah, geometry-like bones, deformers, autorigging possibilities and some presets like XSI has, possibilty to tweak the rigging during animation, possibility to transfer properties from one object/char to another, a well projected and solid timeline , and pay a great attention to editors for items , objects and so on.

lexypobi
12-30-2005, 12:20 PM
For me some things feel familiar but overall it's a vastly different experience. I don't get why if you do feel that way why it's a problem ? Puzzles me why this would be a problem, I don't see it and don't get it. It would be nice if you expanded on this a bit.


Well i completely understand your point,

My first 3d app was studio max, and to maya, then to lightwave, and to Cinema 4d, currently glude to XSI and Modo,
now taking into consideration of all these application, they all have somethings in common, but still have their own flow of working.
I know modo is based on a layer algorithm, but take maya Xsi Cinema 4D and Max for example, they are in their own league

1.When a modifier says extrude in this four app. it is extrude, and when it says bevel it is bevel.
it dosent say bevel and perform an extrude function, which is done in lightwave and modo.

2.when a it come splines, there are presets in the above four app. which in modo and in lightwave wave you would have to generate your own, either by script or manually
ie. by killing your polygons, selecting the vertecies in a clockwise mannar and making your spline, which is time consuming.

3.The faloff feature in both app.(lightwave and modo) are very powerful but migrating from a diffirent app. to modo, it takes you sometime to get used to it.
I have a friend who is a Cinema 4d user and seriously want to learn modo . infact he started learning modo before i did but got stack on the way because he did'nt complelely undertand how the fallof system works.

Let me make my self clear here. am married to Modo, and i love her so much. but i just hope that the animation module wont have the same work flow and tools like that of lightwave

T4D
12-30-2005, 01:52 PM
I like Modo's Level up from Lightwave style workflow Alot
Today I've been modeling in XSI and it's pretty cool But I just love Modo
it's Direct- Point, edges and polygon editing, selection, etc and menu layout is very nice
and alot better then hundreds of button Interface as per LW

I feel MY small negative feeling toward XSI is TOTAL due to being a Ex LW'er and Modo'er
And find XSI POV on modeling just different from what I'm used to

But Really,.. Why would you want Lux's to make a New workflow ???
it works and they are the guys who invented it in the first place
They're writing a totally new program no need to reinvent the wheel along the way
and the Siggraph demo showed Surface editor IS a completely new way of looking at things from any other 3D app out there, AND when animation comes on the scene the nexus demo showed that was new workflow too

Can't wait :buttrock:

Nemoid
12-30-2005, 04:13 PM
yes i can understand that a Lw workflow could seem difficult for maya and Max and XSI users at first. you'll find that very good for organic. more standard features should be introduced to get users more familiar and also make of modo a more precise modeler.


@Peter how is modelling in XSI ? has it simmetry modelling like Lw too, or has it still the half of the mesh method? from your post seems like modelling it is not streamlined like in Modo.

T4D
12-31-2005, 12:21 AM
@Peter how is modelling in XSI ? has it simmetry modelling like Lw too, or has it still the half of the mesh method? from your post seems like modelling it is not streamlined like in Modo.


Yeah 5.0 still has half model / half clone for Symmetry thing going
Alot do Love XSI modeling and there's a huge amount of Top shelf Modeling being done in it
So it's only ME who doesn't know XSI :banghead:
Cause it has all the features and sometimes even more then Modo!!,

But really workflow is very basic stuff and that's where i feel I'm missing something
Selecting polygons, edges, point etc is different ( shift, Ctrl are different and your using all 3 mouse buttons ALOT !!! I like it when rigging But still not used to it in Modeleing )
hiding mesh and keeping everything as one object and working with layers IS something I need to spend more time on to understand the XSI way of doing things

But the way bevel, bridge, extend etc works and move, rotate etc, thoses sort of things are the same But again even nicer in some cases,
XSI is so well designed It's just getting my head around it that's the problem ;)

I'm just missing afew basic things that I'll work out in afew days and I'm sure my opinion will totally change of XSi then :D


XSI Has a different workflow and Modo and Lightwave are very much the same
But Modo is like 4 or 5 version ahead of LW :thumbsup:

MadMax
12-31-2005, 12:25 AM
To each their own I guess. I don't think it feels much Like LW at all. There is some slight familiarity, but thats about the extent of it.

On the exceedingly rare occasions I have to go into Lightwave, it feels like lumbering around in a very clunky, outdated environment.

Nemoid
12-31-2005, 05:32 PM
Yeah 5.0 still has half model / half clone for Symmetry thing going
Alot do Love XSI modeling and there's a huge amount of Top shelf Modeling being done in it
So it's only ME who doesn't know XSI :banghead:
Cause it has all the features and sometimes even more then Modo!!,

But really workflow is very basic stuff and that's where i feel I'm missing something
Selecting polygons, edges, point etc is different ( shift, Ctrl are different and your using all 3 mouse buttons ALOT !!! I like it when rigging But still not used to it in Modeleing )
hiding mesh and keeping everything as one object and working with layers IS something I need to spend more time on to understand the XSI way of doing things

But the way bevel, bridge, extend etc works and move, rotate etc, thoses sort of things are the same But again even nicer in some cases,
XSI is so well designed It's just getting my head around it that's the problem ;)

I'm just missing afew basic things that I'll work out in afew days and I'm sure my opinion will totally change of XSi then :D


XSI Has a different workflow and Modo and Lightwave are very much the same
But Modo is like 4 or 5 version ahead of LW :thumbsup:

Thanx for the XSI explainations Peter . it seems that the half/instance way is adopted by the big ones, but i like modelling the Lw box/spinquad way just too much !!
wanted also to try XSI, but i don't think for modelling. rigging and animation /rendering only.

CGTalk Moderation
12-31-2005, 05:32 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.