modo 102 Now Available


#20

didn’t check 102 update but i got q. any chance in future update modo support new lw 8.2 UV map options (subp uv)


#21

Many thanks to Luxology!!!

Philippe
http://www.philipperaimbault.com/


#22

hi! im sure if you reread your post you’ll see you can be a bit more polite to potential customers. keep up the good work and try to be a bit more complete and less dry to requests people have. after all, thats what you are doing here, right?
just a small dry harsh reply that stood out while reading this thread. nothing personal.
keep it up.


#23

any chance a linux port is in the pipes for a soonish release guys? Waiting with baited breath:D

MunCH


#24

Eh? It was a clear reply to a simple question! I don’t think it was short or dry. I’m just playing with the 102 release now and it’s mucho good, thanks Lux!


#25

Griffon is an engineer (and a crack Unreal assassin) so he’s very busy. We encourage our engineers to get out on the forums and read what people are saying about modo so we can be directly in touch with the community. Sometimes short responses just mean really busy people. As you can see from my long post, Im quite lazy.

BP


#26

I would say that a short concise response is hopefully how you luxology folk write you’re code, short and to the point, much better than a grunting animal noise:D

Aaaaiiigghh

MunCH


#27

LOL, I don’t think so, I don’t think so…:buttrock:
Thanks Lux for the great application!

Cheers.


#28

I think it’s way cool you guys hang out on CGTalk. Any chance of seeing some of your models Brad? Is there a link you can post? Do any other members of the Lux engineering team have meshes posted on the web?


#29

Eric and I both have example models posted on the WIP pages here…


#30

Smug is the word that comes to mind, and I’m not referring to the crew at Lux. :shrug:

Downloading update now… Glad to get it. :thumbsup:


#31

kinda dissapointed in the new loop slice. :confused: 1/2 the time it doesnt work correctly when i work with the tool from selected edges. works nice in poly mode, but in edge mode it breaks down big time. sometimes itll split many of the edges i selected but it wont make complete loops… because it might not connect 2 or 3 of the edges together. hard to imagine this kind of problem made it out.


#32

I can’t find any case that it doesn’t work, as long as you selected all of the edges in the loop, in order. Edges work slightly differently than poly’s in that way


#33
   AW, maybe you need to join the beta testing team? ;)

It doesnt work in Symmetry mode also. Make a unit cube, set symmetry to X, select all edges and run the connect command(sliced selected). Virtual Mirror is looking mighty nice right about now.

   Dion, check your email :) and i really suggest you try to get AW on Modo beta testing team, he has extensive experience in Mirai and Clay, that would really benefit Modo workflow in many ways. These are the "little" things that needs to be worked out.

BTW, is it me, or is it when you 2D/3D selection in shade and wireframe mode is reversed? you guys should standardized it for both views.

   best regard,

#34

Yeah, this is one I wasn’t too thrilled with, because you have to select in ORDER for this option to work, but in poly mode that is not the case. It also doesn’t play nice even with correct order selection while in symmetry mode. I reported this problem to Luxology but got a response back that it works fine and doesn’t need to be fixed. However, Luxology should fix this to work properly regardless of order selection, much in the way it is for almost all other modelers that support a edge cut-type tool. This tool should work consistently in both edge and poly mode regardless of whether they are fundamentally different in Modo.

Cheers,


#35
  1. More than just Clay and Mirai, I think Martin uses/has used just about every app that at least has any credibility.

  2. Brad left a message in Martin’s guestbook, asking him to get in touch.


#36

i hope he takes him up on the offer. AW can surely represent what Mirai user want and need in a good modeling app.

The thing with Modo for me is, it has too many options for tools(which i hate), IMO thats a double edge sword, it can hurts and helps the modeling procress. In Mirai tools are tailored to specific task, and if you need to “change”/use other tool property you can do that also,but this doesnt change the tailored tool. Im Modo you can only go so far with Macros to mimic those kinda tools(which is sad :frowning: ). I prefer to have tailor tools(common ones that i use alot for modeling) and change the tool property when i need different option all thru a context menu(beside i dont want to remember many hot keys). Its those kinda tools in Mirai that allow me to model at the speed of thought, which is something Modo marketing claims(but doesnt come close IMO), in order to model at the speed of thought, modeling session have to be transparent enough, and Modo is not there yet IMO. :smiley: You can not model in a single viewport effectively as you can in Mirai. In all honest, i focus more on the art in Mirai than in Modo for the reason mention on top. Dont take my opinion personally though, and i dont speak for all mirai users :wink: Its these same reason that makes me more comfortable/confident in Mirai, as oppose to Modo.


#37

cool. wasnt aware that you needed to select in order. thanks for the heads up.:slight_smile:


#38

It is reversed, but I happen to like it that way. It’s consistant if you think about as right mouse selects all visible elements - middle to deal with obscured (either selecting in shaded or not selecting in wire)

Of course the easiest solution to make everybody happy is to make it user definable.

-Greg


#39

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