Re: Rigging and Animation in Modo
I've been rigging in Modo for over a year now, after years of doing it in 3ds max, Maya, and Softimage. I can tell you that Modo has been a joy to use, although it still has some way to go. Workflow-wise, I'd say Modo is closer to Maya than anything else. I LOVE Modo's schematic environment. It's really comfortable to work in (in spite of its complete lack of grouping or layout features... which I'm guessing will be addressed soon), and it has a lot of really useful nodes (I wished 3ds max had this for many years). It's not as deep as ICE (yet), but I can already replicate pretty much all my ICE Kinematics setups in Modo. The schematic can also be used to create/manage particle systems and (Bullet) dynamics, but I can't compare those to ICE, since I didn't really explore that side of it in my brief time with Soft. Modo still lacks some bread-n-butter tools, and in some parts, the workflow is rather rough. However, where it really stands apart is in the way deformations are treated. It's a very open-ended system, that can achieve very complex setups with ease, using something commonly referred to as the OOO stack (or Order Of Operations). I've been able to do some very interesting things with it. Modo is not a very procedural application, but when it comes to rigging, it does accomplish pretty much anything you could think of. It still needs to better support some data types (such as matrices), but I think that it's headed in the right direction, and having ICE-like workflows is just a matter of time. Yes, Modo still doesn't have the performance Soft or Maya provide. It's something that's known. I really hope this gets solved, because it's one of the most pressing factors I've seen that stop people from using it for animation. If you're doing bipedal characters, you definitely want to take a look at ACS. It's a Kit (add-on) for Modo that provides some really nice rigging/animation features. The downside to it is that's currently limited to bipeds. I'm looking forward to this becoming a more Gear-like system, although it already excels in several areas. I guess I'd sum it up in that Modo does not yet provide the depth of Maya or the polished workflows of Softimage. But my hopes for it are high. If The Foundry continue to invest in the animation side of things, I think it could become a serious viable alternative. For those also interested in scripting (lots of riggers I know are), be prepared to go through some headaches. Modo has the most unorthodox Python implementation I've used so far. I understand it's mainly due to the architecture of the application (it was written in C, not C++, so there's not an object model the way you'd be used to find in other applications or languages). TF is working on making this a lot more Pythonic by wrapping parts of the Python API in user classes, which do provide a much more OO approach at scripting, but these classes are still WIP, so some areas are still not there, and you'll have to deal with the raw Python API (or the legacy services, which once you wrap your head around, are actually quite useful). Anyway, I'm not gonna turn this into a long thread. If anyone has any specific questions, do shoot. We'll do our best to answer. I not have enough Modo rigs to update my demo reel. If I post anything soon, I'll let you guys know. Jason... we should get a Montreal Modo User Group going! I know there are a few Modo users over here... maybe something could be done ;-). Cheers all! Sergio Mucino On Fri, Aug 22, 2014 at 11:54 AM, Jason S jasonsta...@gmail.com wrote: Performance and/or stability issues, or not rattling over 40mph, seems to be what keeps either of them from being more widely used as main pipeline apps. Currently, at least in my part of the woods (in Montreal.. being not exactly in the middle of the woods except physically :p ) .. virtually no studio runs with either of them, and even worldwide, job posts seem to be scarce to say the least. And would be delighted to see one, or even more *BOTH* overcome their relative limitations enough for them to be more seriously considered, otherwise not at-all lacking in really great things. On 08/22/14 10:25, Tim Crowson wrote: I can tell you that voices are pretty loud on this topic (i.e. everyone agrees with you vehemently), and The Foundry can't help but hear us. There are performance issues that need to be dealt with, and I sure hope they get them resolved. -Tim On 8/22/2014 9:05 AM, Eric Thivierge wrote: However, in my opinion and from my perspective rigs need to be fast and able to load high resolution geometries with full deformations. If that isn't a super high priority for companies in the next 2 years, you're missing the boat. Eric T.
Re: Houdini Indie launched ...
They state that commercial entities are limited to a max of 3 Indie and Engine licenses. This is exactly what I had been looking forward to for a long time. Side FX has done it again. I'm sold. This + Modo will have me kicking it for the foreseeable future. Sold! Sergio Mucino On Thu, Aug 7, 2014 at 3:57 PM, Cristobal Infante cgc...@gmail.com wrote: yep that's right, a few limitations but an amazing piece of kit to have on your side if you are freelancer/small company. This replace the HD version that used to be $99 us but was non-commercial. - Only one mantra node ( I guess you could buy engine licenses? or just extra indies) - HD maximum res and no third party renderers - Commercial use of Houdini Indie is limited to studios or artists that make less than $100K USD per year Besides that it has all the bells and whistles ;) On Thursday, 7 August 2014, Maurício P. Cuencas maurici...@live.com wrote: Since nobody posted here ... http://www.sidefx.com/index.php?option=com_contenttask=viewid=2853Itemid=66 [image: Image] *TORONTO: Aug 7, 2014 *- Side Effects Software, an industry leader in 3D animation and visual effects software, is proud to announce the immediate release of Houdini Indie which makes all of Houdini’s animation and VFX tools available under a limited commercial license to independent animators and game makers who want to use Houdini during the incubation stage of their business. “Independent animators and game creators are the lifeblood of the entertainment industry” says Kim Davidson, President and CEO, Side Effects Software. “With Houdini Indie, they now have access to a comprehensive set of procedural tools and assets to help them experiment, innovate, and create!” Independent artists can use Houdini Indie to create animations, effects or game art. Houdini Indie includes the same procedural node-based workflow and features as the commercial version of Houdini and the physically-based Mantra renderer. Houdini Indie can be used in all stages of animation and game production including procedural modelling, character animation, lighting, rendering, effects and compositing. Houdini Indie also gives artists render farm access using HQueue on Amazon’s EC2 compute cloud. “Houdini Indie is a perfect solution for independent animators and game artists” says Chris Romano, Writer and Director, MONSTRO! “Houdini empowered my team to rig, animate, light, render and add effects such as hair, cloth, water and smoke with off-the-shelf tools. No special wizardy. No battery of programmers. This let me focus on story and style.” [image: Image] http://www.sidefx.com/images/stories/news/indie/indie_screenshot_lrg.jpg *Houdini Indie with V-REX Orbolt Asset by Fabio D'amico* Houdini Engine Indie Houdini Indie, and the standalone Houdini Engine Indie, can be used to load Houdini Digital Assets into other content creation apps such as Maya®, Cinema4D, and 3DS Max®, or game editors such as Unity® and Unreal.® Houdini Digital Assets can be accessed from the Orbolt Smart 3D Asset store or created in Houdini Indie for sharing with other artists. [image: Image] http://www.sidefx.com/images/stories/news/hengine_maya/hengine_max_fountain_lg.jpg *Houdini Engine Indie working inside Maya* Pricing And Availability Houdini Indie is available today for $199 USD annually while Houdini Engine Indie is available for $99 USD annually. Houdini Indie replaces Houdini Apprentice HD which was only available for non-commercial projects. Houdini Indie will recognize Apprentice HD licenses and can be used under the limited commercial license for the remainder of the annual term. The free Houdini Apprentice license is still available for non-commercial use by students. Commercial use of Houdini Indie is limited to studios or artists that make less than $100K USD per year and cannot be used in the same pipeline as commercial versions of Houdini. Houdini Indie uses its own file format for saving scenes and assets and is restricted to 1920x1080 when rendering out animations using Mantra. Houdini Indie also includes FBX input and output.
Re: Maya 2015 Node Editor
Modo has the nicest schematic view I've had the pleasure of using, after ICE. It still needs some work (it lacks any form of layout and management tools), but I believe this will change soon. Modo's schematic is based on workspaces. These are basically viewports that provide a view into a part of the scene. You can drag anything you need into them, and see only relevant nodes for whatever you're working on. You can have as many workspaces as you need. You can graph node relationships, shaders, particle simulations, dynamic simulations, etc. Modo still lacks a bit in support for certain types of nodes (not much available in the matrix department), and there is no exposure yet for mesh data, but as soon as that is supported, you'll be able to do a lot of what's available in ICE. I can already do everything that I could do with ICE kinematics (considering the limitations... like no matrix math nodes), which is a lot. I've actually been replicating some of ICE's compounds as Assemblies in Modo (Modo's term for a compound), I have a bunch of videos I've been doing in the past few months, and in a lot of them, I use the schematic view. So, if you're curious, you can check some more here... https://vimeo.com/maxtd/videos Sergio Mucino On Tue, Jul 15, 2014 at 12:18 PM, Angus Davidson angus.david...@wits.ac.za wrote: For those folks who haven’t seen them in action you can have a look at the videos at http://www.thefoundry.co.uk/products/modo/latest-version/ Its like a great playpen. If you want to can drag what your interested into the workspace and just start exploring, To me it makes me want to use them , rather then trying to avoid it. From: Sebastien Sterling sebastien.sterl...@gmail.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Tuesday 15 July 2014 at 5:52 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: Maya 2015 Node Editor Really Angus ? do tell of these Modo nodes :) On 15 July 2014 16:47, Angus Davidson angus.david...@wits.ac.za wrote: I don靖 think that is a solution at all. Ice has a workflow and the ice node editor compliments it very well. It doesn靖 mean its the right thing for the maya Node editor though. The main issue in Maya is actually defining what it is would be useful for people to be spending their time doing in a new Node editor 2.0 That been said , working in Modo零 nodes are a absolute joy ;) On 2014/07/15, 5:29 PM, Gerbrand Nel nagv...@gmail.com wrote: well, you could make it work like ice :P On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote: Define make it better? On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz e...@mootzoid.com wrote: Thanks, guys. I had already used the node editor in Maya 2014 and yes, it is far better than the hypergraph, but still... it's not good at all. Had hoped that they would make that better, but no. table width=100% border=0 cellspacing=0 cellpadding=0 style=width:100%; tr td align=left style=text-align:justify;font face=arial,sans-serif size=1 color=#99span style=font-size:11px;This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. /span/font/td /tr /table This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary.
Re: Maya 2015 Node Editor
You can also assign colors to nodes directly in the schematic view (even non-item related nodes, such as math nodes). I would like Modo to color-code sockets by data type. That would be quite useful. Sergio Mucino On Tue, Jul 15, 2014 at 2:54 PM, Tim Crowson tim.crow...@magneticdreams.com wrote: The color coding of nodes in Modo's is very different from ICE's: instead of coding by node type, they inherit the color assigned to the item they represent. So for example, in the Item List, if you select something, right-click, and set the 'Editor Color', the corresponding node(s) will be outlined in that color in the Schematic. It's not like ICE, but it's something at least, so you don't *have *to stare at a sea of light gray outlines. At the rate they've been improving Modo's schematic over the last couple of versions, I expect cool stuff in the future. -Tim On 7/15/2014 1:45 PM, Sebastien Sterling wrote: Modo's nodes are quite pretty, all they need is a bit of color to identify different components of a tree :), why is no one else doing this ? is it because an ICE trees layout is linear ? so its easier to identify where the beginning and end of things is happening and subsequent color coding ?
Re: OT: What strong features have you found in your new transition software that SI didn´t have?
It appears to me some of your concerns might be addressed already. Some of the things you mention might be covered here... http://docs.luxology.com/modo/801/help/pages/animation/ActorActionPose.html Also, if you'd be doing a lot of CA, I really suggest looking into ACS. It currently only supports biped-like rigs, but it's one of the best auto-riggers I've used, and it has a very nice set of animation tools and workflows built into it. You can find more info here... http://community.thefoundry.co.uk/store/kits/acs/ http://manual.autocharactersetup.com/ It can also be customized to support other types of anatomical structures, but it requires working a little with the innards of the ACS character. There's videos that explain well how to do it though. I've been able to add additional deformation items to ACS rigs without too much problem. I hope this helps a bit! Cheers! Sergio Mucino On Wed, Jun 4, 2014 at 1:53 PM, Marco Peixoto mpe...@gmail.com wrote: I only touched briefly Modo for Character Animation, before that i bought Modo long time ago and used for Modeling but then got so used to Softimage that I forgot about Modo. Top of my head things that I got used in Soft and now in Maya (where I now animate): - Slow Viewport... - No Character Key Sets or a fast way to just select some or all Controllers and drag and drop the Select Code to a Shelf. (maybe there is but I could not find them) - Pose Manager - Way to have a Synoptic or a Picker - Exporting Poses or Animation so we can re-use them on Another Character (I dont use the Mixer in Maya but we use the super old DKAnim or sometimes when its only for me I use PAIE script) Like I said I only very very briefly took a look around, I need to devote more time to it one of these days to really test it, but so far those where the things that I encountered and they probably have a workaround or other ways to achieve the same but of course I dont know about them. Going from Soft to Maya just for CA is not that hard, somethings are different but majority is basically the same since Soft copied and improved a lot of Mayas way of working like Layers, Channel Box, Timeline. On Wed, Jun 4, 2014 at 3:12 PM, Sergio Mucino sergio.muc...@gmail.com wrote: Hey Marco. I'm curious... Where is Modo falling short for you? Cheers! Sergio Muciño. Sent from my iPad. On Jun 4, 2014, at 6:12 AM, Marco Peixoto mpe...@gmail.com wrote: Fist thing you do in Modo is to remove the awfull (IMO) Trackball rotation... that and also the grid Plane they have, it might suits for Modeling but I keep finding it vey introsive and distracting, of course thats me that is not that used to Modo and im slowly trying to see if it fits my CA needs (so far it doesnt) On Tue, Jun 3, 2014 at 10:45 AM, Angus Davidson angus.david...@wits.ac.za wrote: HI Matt This is the type of vertex maps that Modo supports http://docs.luxology.com/modo/801/help/pages/modotoolbox/WorkingWithVmaps.html *Quick table to summarise the link* Weight Map Weight Strength Values stored for Falloff and Texturing purposes SubD Weight Map Weight Strength Value influences edge creasing in SubDivision Surface geometry UV Map UV maps translates 3D vertex positions to flat 2D coordinates Relative Morph Map Vertex position offset, relative to the base vertex position Absolute Morph Map Vertex position offset to specific absolute position in 3D space RGB Map Vertex Color map defined by three R, G and B color values RGBA Map Vertex Color map defined by three R, G and B color and an additional Alpha value Pick Map Like a Selection Set, defines groupings of vertices Vertex Normal Map Surface Normal direction (Smoothing) values stored as fixed value Edge Pick Map Like a Selection Set, defines groupings of edges Particle Size Map Determines scale values for individual particles Particle Dissolve Map Determines transparency values for indvidual particles Transform Map Determines transform amounts for individual vertices/particles If you click the Gear in the top right hand corner of your view in Modo you can change the mouse rotation style. I tend to have trackball rotation set to no , and orbit around selection checked. (oscillate I uncheck always that’s annoying ;) ) Kind regards Angus From: Matt Lind ml...@carbinestudios.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Tuesday 03 June 2014 at 4:49 AM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: RE: OT: What strong features have you found in your new transition software that SI didn´t have? Well, most people on this forum submitting their thoughts on C4D, Houdini, Modo, Maya, etc… tend to review it from a film/video perspective. Many of the bullet points are not applicable to other market segments such as games. Examples: Alembic support, 3rd party renderers,
Re: Software company Autodesk creates synthetic virus
Hehehehe. Horribly possible (Monstanto it's already trying to get that model working... with Nestle behind them) Sergio Mucino On Thu, Jun 5, 2014 at 4:48 PM, Francois Lord flordli...@gmail.com wrote: Soon, you'll need to pay your subscription just to stay alive! On 05-Jun-14 16:42, Marc-Andre Carbonneau wrote: Okay… https://www.seriouswonder.com/software-company-autodesk-creates-synthetic-virus/
Re: OT: What strong features have you found in your new transition software that SI didn´t have?
That Pose Manager looks pretty sweet. I think a simple version of that could be done using native Actors/Poses and the Card View (which it's quite outdated, being honest). I am in touch with Lukasz (ACS), and I'll gladly suggest something like this to him. We'll see... from what I hear, he's got a lot on his plate lately. I agree with Angus there... for me, it's going to be all Modo + Houdini. That should do it for me (with the occasional 3ds max from time to time...) Sergio Mucino On Thu, Jun 5, 2014 at 5:22 PM, Angus Davidson angus.david...@wits.ac.za wrote: As more character animators start using Modo those kind of tools will come. Studio library is very impressive (have already passed it on to our lecturer to look at for next year when we get forced into Maya ) Most of the folks I have spoken to are going for a Modo / Houdini combo as they compliment each other very well. Its going to be tough to find just one package to be able to be the swiss army knife that softimage is. From: Marco Peixoto mpe...@gmail.com Reply-To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Date: Thursday 05 June 2014 at 11:03 PM To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Subject: Re: OT: What strong features have you found in your new transition software that SI didn´t have? Thanks Sergio :) Yes i know ACS, i played with its free sample when it first appeared and even suggested some new features to it, like the ability to change from IK to FK and vice versa maintaining the same Positions or changing Parentings like IK follow head or Shoulder or Hips and maintaing same positions, im used to it on the rigs I work with, going back to no having those features its not a show stopper but... yah know :) I even made simple example videos showing this to ACS guy(forgot his name) showing how they worked on iAnimate Rigs. As a curious fact, I was a owner of the first ACS apparition, in good old LW times :) When I spoke about Pose Managers im speaking in things like this: https://www.youtube.com/watch?v=CJvxlGpYc1o Although its third partie script (free by the way) but im used to these kind os Pose Managers that take screenshots when we make the Poses, I currently must have probably 20-30 stored Poses already in a TV production I recently started working on, if I didn't had the screenshots and everything was text based it would be a mess for me. Also this Poses are made Public so anyone from the Studio can acess them to save time during Animation. I need to take a more serious look at Modo like I said previously, Maya is great for CA, but for the rest... its welcome to 1999 when we are used to Softimage... and so far I havent found the slightest interest in getting more deep than just doing CA in Maya, so im looking around and trying to decide if I should invest time in Modo or Houdini :) On Thu, Jun 5, 2014 at 4:59 PM, Serch Mucino sergio.muc...@gmail.com wrote: It appears to me some of your concerns might be addressed already. Some of the things you mention might be covered here... http://docs.luxology.com/modo/801/help/pages/animation/ActorActionPose.html Also, if you'd be doing a lot of CA, I really suggest looking into ACS. It currently only supports biped-like rigs, but it's one of the best auto-riggers I've used, and it has a very nice set of animation tools and workflows built into it. You can find more info here... http://community.thefoundry.co.uk/store/kits/acs/ http://manual.autocharactersetup.com/ It can also be customized to support other types of anatomical structures, but it requires working a little with the innards of the ACS character. There's videos that explain well how to do it though. I've been able to add additional deformation items to ACS rigs without too much problem. I hope this helps a bit! Cheers! Sergio Mucino This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary.
Re: Modo 801 Reveal
Hey Manuel! The nodal shading in Modo works great, but it's not a full replacement of the Shader Tree. They work great together though. I guess the best parallel to this I've seen was how Combustion works... you can do all your effects work in the schematic, and then just order layers in their Layer Stack. Hope this helps! Sergio Mucino On Fri, Apr 25, 2014 at 2:07 PM, Manuel Huertas Marchena lito...@hotmail.com wrote: Haven't got the time to see the event yet, but lurking though your comments and the features on the foundry website it looks stunning!! ... I am yet thinking if there is any future arnold and/or vray implementation in the works... that will really be great. I ll definetly take a look at the new nodal shading system... that was keeping me away from modo from the last time I saw it. cheers -Manu IMDB http://www.imdb.com/name/nm4755969/ | Portfolio http://envmanu.com http://envmanu.carbonmade.com/| Vimeohttp://vimeo.com/manuelhuertasmarchena| Linkedin http://www.linkedin.com/in/manuelhuertas -- Date: Fri, 25 Apr 2014 15:36:05 +0100 Subject: Re: Modo 801 Reveal From: sebastien.sterl...@gmail.com To: softimage@listproc.autodesk.com Brad: We're not saying we're going ME ... (WINK!)... On 25 April 2014 15:25, Jordi Bares jordiba...@gmail.com wrote: Me too, I have been blown away by the new animation tools.. FINALLY someone cracked how to animated the right way The new animation chart is amazing… truly amazing. On top of that the UV tools, the modelling, shaders… WOW, that is a major upgrade like I haven't seen before !!! Jordi Bares jordiba...@gmail.com On 25 Apr 2014, at 14:34, Greg Punchatz g...@janimation.com wrote: AWESOME. I am very impressed with what I have seen so far. On Fri, Apr 25, 2014 at 3:04 AM, Jon Swindells jon_swinde...@fastmail.fmwrote: Stream is on replay for those that missed it - needs a foundry login http://t.co/J3KnIXOXjmhttp://www.thefoundry.co.uk/modo801live/stream/ -- Jon Swindells jon_swinde...@fastmail.fm On Fri, Apr 25, 2014, at 09:03 AM, Angus Davidson wrote: Firstly it was definitely worth waking up at 3:45am to see. Brad doing a captain america live action improv while waiting for the screen to be sorted out was great. For me the two things of interest are time spacing bar. That is such an amazing teaching tool right there. One of my bugbears in Modo 701 is the shader system. I don’t like it. 5 Minutes of playing with the new Node based shader tree in 801 and I am in heaven ;) Have a look at http://www.thefoundry.co.uk/products/modo/latest-version/ This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary.
Re: Softimage to MODO - Forum participation?
No prob! Sergio Mucino On Thu, Apr 24, 2014 at 12:16 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Cheers! it got solved in the end, was a windows issue after all, thanks for looking out for me Sergio ;) On 24 April 2014 16:50, Sergio Mucino sergio.muc...@gmail.com wrote: Saw your post in the Modo forums. Mine is located here... C:\Users\{userName}\AppData\Roaming\Luxology Should be called MODO701.CFG. Just trash it and you should be good to go. Sergio Muciño. Sent from my iPad. On Apr 23, 2014, at 11:47 PM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: i'm trying to reset mine to factory default but there is no \AppData\Roaming\Luxology\ and no MODO701.CFG (the equivalent of maya presets) to be found, i don't understand :( On 24 April 2014 04:35, Sergio Mucino sergio.muc...@gmail.com wrote: I've been rigging in Modo quite a bit lately. Let me know if I can help you with anything. And yes, you can just create an account for the forums without a license. Sergio Muciño. Sent from my iPad. On Apr 23, 2014, at 10:47 PM, Ben Rogall xsi_l...@shaders.moederogall.com wrote: I think you can just go to the main forum page and click Create Account at the upper right. I've used Modo, but not for character animation. Ben On 4/23/2014 8:35 PM, David Rivera wrote: Hello, Ï´m curious if anyone has had already downloaded the Modo-15-day trial? I´d like to ask some questions regarding all the videos around youtube about character setup / joints to modo. So I don´t know if there´s a way to register as a Foundry community user of the forum without a modo serial? To my understanding one must buy a Modo licence in order to partcipate in the forums. Anyone knows how one can register to the Modo forums at the Foundry community? Thanks. *David Rivera* *3D Compositor/Animator* LinkedIN http://ec.linkedin.com/in/3dcinetv Behance https://www.behance.net/3dcinetv VFX Reel https://vimeo.com/70551635