Feature requests for modo


that is what it is showing, that you can break the groups, all those things you see in modo are different forms. basically you can delete all those side bard upper bars windows, and put all in one floating window, and just keep full 3d view, and when you need you would call that window through a shortcut, then it would popup rightaway.
i made a simple one, because to be able to do what you want, you need to design the “form” to be able to call it in any window

you first design them in forms editor, name them, add functions basically you program every icon function there, and you name it, and you then call it in any window (floating, or fixed)

just you know, this window gorup i did is sitting on top of myu original alyout which is not shown here. so i did not delete my original, i just maximized this wondow to get screenshopt, but just think about possibilities


You can do this easily in Modo, example for a cube:

  1. select the point(s) (vertice(s)) where you want to round
  2. press “b” (bevel) drag the mousse. :slight_smile:
  3. Want more steps? Repeat number 2 (vertices are already selected)

You may want to create some presets macros for the most use configuration and assign them to a shortcut (thx to the GREAT macros system!)

To Brad or anyone from the Modo team: antioverlapping bevel ans shift is not currently implement in LightWave (I hope you are not looking after LW to implement new features!), but there is this nice tool avaibles separatly wich does it very well, Bevel++ ($30, it’s cheap too) :


One GREAT feature of this tool is you can design complex bevel profiles (with a spline system), save them as presets and then re-apply them later. Imagine the power of this for Logo creation or mechanic modelling… And the profiles can be applied AND scaled/stretches interactively to match the new geometry!


Sure. Use the Form Editor to create a new form. You can drag and drop controls from other forms into the new form (using ctrl while dragging to copy instead of moving), or just add controls directly by adding commands. After you click the X column on for the form, you can go make that form visible in any Forms Viewport using the Viewport Settings submenu from the right hand popup widget next to the viewport title (it’ll make sense when you look at it).

Here’s the config file section that generated that:


– Joe


again, a new feature list in missing commands:

-bridge like tool (to connect polygons)
-CO-planar polygons reduction (very usefull, and we always use it in our firm to clean the imported 3ds files)
-points reduction (as important as the above)
-snapping tools are good, but not as flexible as it should b, the better way to implement it is, to let the user have control on the snapping mode for all the available methodes when he is in any selkection mode, example:

   if i'm in edge selection, i can put the geometry snapping mode to automatic, even if i'm in edge selection, i can drage the selected object, and make it snapp to the vertex, edge or polygon of the other objects.
   Currently the snapping is dependent on the selection mode, so if i'm in vertex mode, using the automatic snapping mode, i can just snapp to vertex, if i'm in edge i can snap to edge.....

and this is not handy as the above workflow.


the strange thing is that it also sometimes happens in the “element move” tool.
it suddenly happens on a certain point … then when moving this point around a while suddenly this effect is gone and everything works normal.
maybe someone at luxology could take a look at this also …


[QUOTE=Sha_Man]You can do this easily in Modo, example for a cube:

  1. select the point(s) (vertice(s)) where you want to round
  2. press “b” (bevel) drag the mousse. :slight_smile:
  3. Want more steps? Repeat number 2 (vertices are already selected)

I am unable to produce a vertex rounding like the one in my link.

I can bevel once and then twice, but after that it is not producing useable results. In other words, I can do steps 1,2,2. But if I do it again the bevel is not the same as the link. Look at how the side face of the cube in the link image are rounded.


thanks jangell and kursad…


Pressure Sensitiv for wacom. Think of doing a scetchextrude with pressure sensitiv. So you may have option for size-pressure, density pressure like that. That might be great.

Possibilty to draw a scetchextrude in free space, so when you beginn to draw it will create a poly and starts extruding it (in combination with the pressure of your pen you can create a baseshape in seconds)


I’d like the fact that you can change to Subdiv mode (tab) in subcomponent mode (with faces highlighted for example). Now only the parts selection are converted to Subdiv. Like in LW, you have to deselect to be able to see the smoothed one.
It would be faster for the workflow is this feature is possible. Maybe make it an option that users can choose in the preferences.

In XSI I could view a smooth version even with selections on…

Maybe an option where you can choose how you view around your scene. I like the Maya style thingy, but the camera doesn’t rotate like Maya, Max or XSI, but like Lightwave… I hope u know what I mean.

EDIT: This is POSSIBLE in MODO. Just found out. Under the little button next to viewport choice button there is an option called “trackball rotation”.
Now we are talking. :slight_smile:

A simple one:
Marquee select would also be a nice addition.


  1. LW Style Edgebevel , I dont want 3 vertices poly every where , see pic…
  2. Show-Hide menus like LW3D’s Alt+F2 function for a bigger quad viewports space, or Zbrush style one click show-hide left-right panels.
    I know we can do this with extra UI Layout presets but I prefer Zbrush style.
  3. Smooth-flat shade view for the object , Flat shade view in normal mode , when turn sub-d mode get smooth view like a LW3D’s “Textured Wire” mode.
  4. AlignToRails function for the “Curve Extrude” tool.

Thanks to developers .


I have not had chance to use modo yet but I am with triton on this… I use edge bevel in LW all the time and I like the way it works, but according to the image posted by triton, modo’s edge bevel tool creates some unnecessary or unwanted (in my case) geometry.


LW’s “edge bevel” does that because it is a hack that makes you select an edge by selecting points. Since Modo’s edge is a real edge you have things like that happen.


It seems that the LW edge bevel is actually beveling beyond the edge selection. You can clearly see that the triangle touching at the center of the eyes (before beveling) is being subdivided as well, while it is not in modo – modo sticks to the actual selected edges.

What happens if you extend the modo selection to go all the way to the center of the eyes? Does it look like your LW results then?

– Joe


I couldn’t agree more with you, but nevertheless working generaly in 3D, most of the time is hacking and cheating to achive various effects…


Move & Sew ala Maya is VERY nice. It does a pretty good job of smoothing between disparate edge lengths. Their automatic unwrapping with user selectable (eg, 6) number of projection faces works quite well too.


I would like to see a Lathe that will work accordingly in all modes. it wont matter what i will have selected. a polygon, an edge…( or series of edges… or verticies…) it would lathe regardless.

also. is there a reason when using Lathe on a polygon that when having the selected polygon point outward, the entire tube is inverted? or to fix the problem i need to flip the original face? it doesnt really work to the benefit of the user. we need to flip our result after, and delete the original face. i think that kind of gets in the way.

more suggestions here :slight_smile:


General Workflow things/etc



Hi brad, this thread got engulfed with requests, so I hope you will be able to view my ideas with an open mind still. I realize luxology is not thousands of programmers, and you have to decide what tools are most needed. I am only posting ideas that I think truly could help modelers; I have been just reading the docs the last 4 days, no modeling yet, just learning it. So if I request something that is already in modo please lemme know. But I have these ideas.

Context sensitive menus
Similar to how wings RMB works, except you cant customize that, but something similar. Were in modo we could customize them all we want.

Smart hotkeys
I don’t know if this is possible or even the right term, but lets say you press ctrl E and your face extrudes, and if you press that again for edges maybe it bevels? something like that anyway.
Smart Highlighting- Wings3d

If your cursor is over any component you get an effected color on that component showing it is ready to select. If you click your mouse button, your cursor also has an invisible radius on it, if you’re just near a vertex it will highlight for you, or an edge or face. There is no need to manually paint every component because if your component falls under your mouse’s fall off it gets highlighted, so you never have to be dead on components.

 [b]Connect[/b]- Byron Poly Tools-Maya

I asked Byron to put this in his tools, right now in his current beta. Its different from wings3d type of connect because he has a few ways of doing it. You can select edges and connect them, or you can also connect multiple component types. You could select 3 edges and 2 verts and connect them.


 [b]Smart Connect[/b] –Byron Poly Tools-Maya

 Its still connect, but see when my connection goes around a “corner” it keeps the 

 Connected geometry it makes a quad still real time saver.


 [b]Slide[/b]- Byron Poly Tools- Maya

 Byron’s slide is really nice, not only does it slide but it also has some other features.

If you select a loop of edges for exp, you could turn on slide, slide that loop or move it along its normals. You could also slide with fall off, and the fall off comes from the edges, very nice feature.


 [b]Solid Chamfer Bevel[/b]-Byron Poly Tools- Maya

This type of bevel is really nice, because you can keep your bevel all quads, no need to go back and then make an edge loop were you just beveled.


 [b]Average Vertices[/b] – Maya

Select some vertices that are in need of some kind of refinements. I poly sculpted this models face real quick to get it messed up. You can interactively adjust this tool and it kind of averages out the vertices in a way. I am not a programmer, so I can’t explain what it does, I hope the pic helps.


 [b]Double mouse click for edge ring[/b].

Alt+lmb and double click an edge for an edge ring, to me makes a lot of sense. Or maybe a ctrl double lmb? Its up to you guys.

 [b]Edge and loop select between selections[/b].

If you select edges it will select only the edges between your selections. It’s very handy when you have the connect feature. It works on edge ring and edge loops, and in modo with double clicking would make it even faster.

Side by side Sub d modeling
I asked a friend to make this and its also very useful. although in modo you might be able to do this somehow…im not sure how, but you model on your low res mesh and you can see it update on another window.

Sorry for making the post so big brad, just i use these tools all the time…err use to im not going near maya for modeling anymore. but i think they could all benifit modos users.


Haloo is in mido something liek split polygon tool form maya?

if not :slight_smile: please please please


he Levitateme, nice stuff, i have not used that stuff in maya actually, i will look into it

i personally would like to see lattice ands spline deformation .
move and sew is a fundemantal tool, we need to have that ine as well. without that uv management is plain @ss, it make life easy.


Didn’t Luxology have screen shots of Modo on their site with Modo configured to look almost exactly like LW? Why weren’t those shipped with modo? Maybe those configs could be “leaked” ? :wink: