Cool things in Modo no one knows!


#81

Is there a way to change the viewport navigation to the maya style (alt+rmb/mmb/lmb) without changing the other mouse button functionality in modo (i.e. paint selection and lasso selection buttons being reversed)? I tried to see if I could map it that way myself but navigating in the 3d viewport does not show up as a command in the command history.

I’m guessing that if this were possible it would be done that way to begin with…(why change around the other stuff if they didn’t have to) but I can hope.


#82

Here’s a quick one, dunno if somebody wrote the same thing anywhere before…

Make any flat poly and without selecting it - bevel it. Now, with bevel still active in the tool pipe, when repeating the action with shift-click the new bevel won’t start from the last beveled group of polys but from the bottom, where you started the first one from. Repeat the action for quick geometry refining.

Maybe this isn’t so useful as it works only when you have no selection (which in Modo means “all selected”), but you can always do a quick copy/paste of only the geometry you’re interested in and change the workin layer.

Enjoy.


#83

Yes, you can change them in the input editor (F2), go to Viewports>>3d and uv views selection>>mouse and keyboard. There you will see the mouse commands. You can change which mouse button paints selects, and so on…


#84

This tip is for those of you interested in using Maya’s Toon shading.
Exporting your model as an .obj or .fbx will cause some problems. The .obj has some minor artifacts that will show up when you apply the toon outline, but the .fbx format is way off. I exported an .ma file and it was trouble free when applying the toon shader in Maya.

I posted an example in the general Maya forum.

http://forums.cgsociety.org/showthread.php?f=7&t=473855


#85

Quote:
Originally Posted by sketchguy
If, like me, you are not a fan of trackball rotation (and it’s tendency to rotate wildly off axis) you can toggle it off. This, plus using the Maya keymaps makes it much easier to move around.

I never could understand how LW and Alias users put up with breaking their workflow by having to mouse up to the right-hand corner simply to rotate, pan and zoom the camera around!

um. alias doesnt have those 3 icons. its cinema4d that you are thinking about.
in alias maya you use alt+mouse buttons.


m-k

And in Cinema 4D, most users simply use the 1.2.&3 key/mouse shortcut to navigate quickly.


#86

Thanks! That shift+click is handy.


#87

If you turn on Advanced Handles in Basic/Snaps and Precision you will get a nice HUD below the move tool display the offset of your move. Very handy for precision.
I dunno how to turn it off though.


#88

In modo 401:

Drag Weld (Main Tool Box, Vertex Tab), and Constrain To Background (Snapping >> Constrain To >> Background). My two new favorite tools for re-topologizing. Wow - wish I would have found these sooner. Very cool stuff.


#89

Probably has been found before, but in 401, there’s a handy trick that lets you reuse the tube primitive over and over again, very useful for making groups of cables:

  1. Make the first cable using the tube primitive
  2. When you are happy with the shape, Shift+Left Click into empty space (repeat the tool command)
  3. Press Ctrl+Z to undo.
  4. Now you have a new pipe inside your previous pipe with adjustable curve points ready to go

Hope someone found this useful
/Dmitri


#90

modo’s workflow differs substantially from many other mainstream 3D applications. While Maya and 3ds Max stress using the right tool for the job, modo artists typically use a much smaller number of basic tools and combine them to create new tools using the Tool Pipe and customizable action centers and falloffs. :hmm:


#91

For those like me doing lots of vertices welding would like this. Of course if you do it frequently, you would map it to a key. Join Average (vert.join true) is good but sometimes you just want to join all selected vertices to the last selected one, the Join (vert.join false) command does just this, but it gives a dialogue which is kinda annoying. To get rid of this message simply use this command (vert.join false false).

The first parameter is it asking you if you want to join average, and the second one is asking you whether to show a dialogue, I think.

To map input go to menu System->Input Editor, turn on “Show Unmapped Key”, and assign your desire command to an available key.


#92

While panning, hold the MMB and drag up and down, to move closer or further away from your object. And like others have pointed out if you hold MMB while rotating and drag left and right, it will roll the camera, which helps you to level the viewport back out if you find yourself all over the place. Track ball is nice cause you can look directly over an object in any angle. I always found in Maya that it was difficult to work on anything off axis as the camera movements were too restrictive.


#93

I dont see a thread on this, so i think that ill ask. Has anyone imported fbx INTO MAYA? I had a helicopter model that i imported into Maya with FBX. Now all of a sudden it dosent work anymore. Has anyone else had this issue?


#94

Hi, which Modo Version did you use?
No issue here. Also Modo´s Vector Displacement works like charm when i open it in Maya.
I´m using Modo 501 OsX 64Bit (Cocoa) on Mac Pro.


#95

Well, we have used many software but have never used the Luxology Modo. After looking at the features I am thinking to give it a try.


#96

Hey, whats up! I realized what the problem was. I had the objects scaled too large. ANd I found out in Maya, when you are using the perspective view, if you zoom out too far, the geometry cuts off. It just doesnt zoom out until its small enough to see, its like there is a cut off point for visibility. My objects were soo large, that when zooming back, everything was invisible. I dont think that this is the case when using the camera.

I LOVE Modo. The interface is nice and clear. I feel like everything is right there, and available for me to use instantly and easily. I am using version 501.


#97

This is due to the way the Viewport works in Maya.
You need to set the camera near and far distance, defaults are 0.01 and 1000.
CINEMA 4D does the same thing.
modo, however, is much better behaved in this respect.


#98

I like Maya but i love Modo too…it is the best solution to modell i think.
The Pixar Catmull Clark Algorithm is awesome.
I also use 501 SP5.
Greets


#99

Is there a way to have modo trace a bitmap brush stroke that’s been imported in automatically not manually?

Thx


#100

Hey all!
I was wondering if there was a way to get the geometry different colors upon creation in modo. I kinda like the way that 3DS max, makes every new object a different color.