|10-06-2012, 08:59 PM||#106|
3D Generalist / Interactive Specialist
Try using this keyboard shortcut file posted in the Lux forum - http://forums.luxology.com/topic.aspx?f=32&t=67693. Very useful.
|04-25-2013, 06:29 AM||#109|
Join Date: Nov 2004
Press Numeric-1 for Top view - press it again for Bottom (toggles back and forth).
Numeric-1 toggles Top/Bottom
Numeric-2 toggles Front/Back
Numeric-3 toggles Right/Left
Numeric Del toggles Perspective/Camera
|09-26-2013, 07:50 AM||#112|
Ruler of Omicron Persei 8portfolio
3D Freelance Artist
The Geometry Junkyard
Join Date: Feb 2008
Spacebar to scroll between vertex/edge/polygon or shift + space to switch between component mode and item mode. (imo this is the fastest way to switch between modes because my thumb is pretty much always on the spacebar anyway)
alt + mmb rotates the camera along the Z axis. Excellent for orienting yourself when trackball wont' get you the view you need.
Right clicking a component or component selection will bring up a popup menu with a list of operations you can run on it. This is great for the operations you use less often and you're not familiar with the hotkey for it, or for operations that don't have a hotkey assigned like the bridge tool (you could make a hotkey too ofc.).
The tool pipeline is an amazing and often overlooked resource. Here you can make your own tool presets and save them out as your own custom tools. You can stack tools, falloffs, action centers, etc.
In the render view, you can left click anything to select it's material in the material editor. Similarly, you can create a material in the material editor and drop it onto an object in the render view to assign it. You can also drag and drop images from the image panel directly on an object in the render view to assign it as an image map on the material that's already assigned to that object. If no material is assigned, it will create one.
You can use the sculpting tools for modeling (smooth, push, etc.) in order to manipulate wider areas of your model or simply relax some vertices.
Now, I actually had a question, and hope no one minds me asking it here, but I felt guilty doing so without contributing, and also this whole forum seems so tidy I din't want to start a new thread.
Modo seems to always import objects (especially when using goz) as subdivision. This can be pretty hard on my system when I'm sending over a 100k poly item to use as a reference for building an accessory or something similar. I've looked through the manual and help files, preferences, etc, but never found an option to import as a polygon object instead of sub-d. It can always be turned into a poly object after the fact, but modo struggles when it's trying to subdivide to 10 million polys on import. Sometimes I have to wait a good 5-10 minutes just for everything to resolve itself before I can hit the tab key.
thanks in advance
|11-01-2013, 01:43 AM||#113|
Lord of the posts
Saint Louis, USA
Join Date: Nov 2005
shrinkwrap with collision detection?
Is there a way to slide one mesh over another in modo so that the one mesh is shrinkwrapped over the other? And are there ways to have collision detection?
Last edited by trashtalk : 11-01-2013 at 01:47 AM.
|04-07-2014, 12:46 PM||#114|
Hamilton Alves Franco Junior
Join Date: Apr 2008
Modo has a great image viewer.
Load your references in the image list
Double click one of them, the image viewer will show up
Right click the viewport dot in the upper left corner and split as you like
Drag and drop the remaining referencies to the newly created viewports
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