Not pushing anything here, but since some folks on this list are in the
market for software, they should know that Modo is 40% off (USD $897)
until August 27th.
-Tim
@listproc.autodesk.com
Subject: Re: Softimage to Modo
He, he, if I had to do production work and had to switch to another
package then Houdini would be my first choice.
Regarding its SDK: haven't looked at it yet, but I'm pretty sure it has
everything one needs.
I will probably be meeting some
True. Let's see how the Modo SDK develops. It is still fairly young.
Am 07.08.2014 18:39, schrieb Angus Davidson:
Hi Eric
Once the documentation is in place will that make things a lot easier for
the average person to dig into the sdk.
Some SDK¹s even with great documentation are not great to
Would be neat to see Houdini get some loving. How do you find it for
development? We've been using it for fx work for years now and have a
small but capable team of guys. Looks like we'll be moving lighting over
there as well. Losing ICE will suck and Houdini is really the only thing
that
He, he, if I had to do production work and had to switch to another
package then Houdini would be my first choice.
Regarding its SDK: haven't looked at it yet, but I'm pretty sure it has
everything one needs.
I will probably be meeting some Houdini guys at the Softimage Ubertage
this year,
Subject: Re: Softimage to Modo
He, he, if I had to do production work and had to switch to another
package then Houdini would be my first choice.
Regarding its SDK: haven't looked at it yet, but I'm pretty sure it has
everything one needs.
I will probably be meeting some Houdini guys
for what it's worth, here the Mootzoid plans regarding Modo:
* *emReader*
This little plugin is already available for Modo.
* *emPolygonizer5*
The up-coming new emPolygonizer5 is also going to be available for
Modo (a first beta should be ready by the end of this month). I am
in
Hi Eric
Once the documentation is in place will that make things a lot easier for
the average person to dig into the sdk.
Some SDK¹s even with great documentation are not great to use.
Kind regards
Angus
On 2014/08/07, 6:33 PM, Eric Mootz e...@mootzoid.com wrote:
PS (@Paulo): I am not
To post details on a sheer poly-count (only) test,
involving subdividing a 600k poly head scan twice (to a 15
million poly head) and instancing it as many times as possible.
(using instances to load poly display without loading memory)
Hello everyone, I'm learning Modo and have some doubts and if anyone can
help here goes:
1) How can I work with assets in Modo, Is there any format to work with,
like the Models in XSI?
2) Modo has its own format of particle and geometry cache?
3) Is there a way create and work with animation
I'll do my best to help you with these...
On Aug 6, 2014, at 4:50 PM, Paulo Cesar Duarte paulocdua...@gmail.com wrote:
Hello everyone, I'm learning Modo and have some doubts and if anyone can help
here goes:
1) How can I work with assets in Modo, Is there any format to work with, like
Wow, thank's for replying so quickly, and all questions [?]
The other way of working with assets is through Assemblies. They can be
anything from a node you can use in the schematic, to a full sub-scene with
some parameters exposed. They are quite powerful, although the workflow
around them
Hi Paulo,
Like Sergio, I'll try to answer as best I can..
1) Modo does not have a models paradim like XSI. It follows Maya's
philosophy more than anything else: reference /*scenes*/, and manage
/*overrides */on the scene. It was overhauled in 801, but is still not
complete. However, I think
The lack of 3rd party development is due to the poor documentation of
the SDK. The actual functionality of the SDK is fine, but it's very
poorly documented, with very few examples. This is a big problem and the
Foundry and the Modo devs themselves acknowledge it and have placed a
high priority
There is a fairly active modo c++ sdk skype chat going on
On 6 August 2014 22:44, Tim Crowson tim.crow...@magneticdreams.com wrote:
The lack of 3rd party development is due to the poor documentation of the
SDK. The actual functionality of the SDK is fine, but it's very poorly
documented,
Thanks Tim, with your e-mail, I realized that actually Modo has a promising
future ahead, think it will be worth the time invested in learning.
Redshift would be really very good.
2014-08-06 18:57 GMT-03:00 Sebastien Sterling sebastien.sterl...@gmail.com
:
There is a fairly active modo c++
@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: softimage to modo
You'll probably have to nuke your main config (.CFG) file for that. But since
that will also nuke your prefs, you'll first want to export your prefs by using
File Config Export, then have it export to your user configs directory
According to Brad on that first Modo for Softimage users webminar a month
or so ago, he specifically told that improving scene interaction was the
top priority for Modo 901, Modo is slow and they know it and they will be
adressing that... of course these means waiting another 18 months or so
Nice, thanks for the tutorial lists guys!
On Thu, May 8, 2014 at 1:47 PM, Fabrice Altman fabr...@studioaka.co.ukwrote:
Modo tutorials Compilation List, via the Foundry :
Remember the Inline Help System in the Help tab will be one of your best
friends while working.
By the way, if you want to see some black magic, try Modo's Bridge Tool
with Auto-Connection on... Sure I suspect this could be done in ICE,
but you gotta give props to Luxology for bringing this to market as a
solution for such situations. This simple option has saved me a world
of hurt on
: Wednesday, May 07, 2014 12:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo
Modo has a too that I find better than clusters. They're called weight
containers. They're basically an item that stores a set of components, and
associates weights to them. If you're curious as to how
From: softimage-boun...@listproc.autodesk.com
[softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
[sergio.muc...@gmail.com]
Sent: Wednesday, May 07, 2014 12:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo
Modo has a too that I find better than
You'll probably have to nuke your main config (.CFG) file for that. But
since that will also nuke your prefs, you'll first want to export your
prefs by using File Config Export, then have it export to your user
configs directory, and choose the Preferences fragement.
Then close Modo, delete
The original question was whether Modo had any kind of modeling history.
The answer there is no (not that I've ever needed it either).
The bigger issue is that Modo doesn't have 'operators' at all in the
Softimage sense. And believe me I miss this from Softimage. I still
don't know how I
What do you guys think of Modo's nodal deformer layout? I just looked at
that growing vine tutorial page and the splash page for the video shows
exactly what I personally dislike. Their node connections seem to be
really sloppy and IMHO could lead to a confusing mess pretty quickly.
They've got
Subject: Re: softimage to modo
What do you guys think of Modo's nodal deformer layout? I just looked at that
growing vine tutorial page and the splash page for the video shows exactly what
I personally dislike. Their node connections seem to be really sloppy and IMHO
could lead to a confusing
Reply-To: softimage@listproc.autodesk.com
softimage@listproc.autodesk.com
Date: Wednesday 07 May 2014 at 4:22 PM
To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Subject: Re: softimage to modo
What do you guys think of Modo's nodal deformer layout? I just looked
To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Subject: Re: softimage to modo
What do you guys think of Modo's nodal deformer layout? I just looked at
that growing vine tutorial page and the splash page for the video shows
exactly what I personally dislike. Their node
Hey Paul, can you point me to the video ?
Just curious.
Le 07/05/2014 16:22, Paul Griswold a écrit :
What do you guys think of Modo's nodal deformer layout? I just looked
at that growing vine tutorial page and the splash page for the video
shows exactly what I personally dislike. Their node
2014 at 4:59 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: softimage to modo
Even ICE Trees get messy.
As for Modo, if you have a noodle circling back in Z fashion and it's
distracting
@listproc.autodesk.com
Date: Wednesday 07 May 2014 at 5:03 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: softimage to modo
Hey Paul, can you point me to the video ?
Just curious.
Le 07
Actually, I find Modo's deformer stack as probably the most powerful I've used
to date. Primarily because it's built on a concept that I don't think I've seen
anywhere else. It's ability to mix-n-match normalized an Un-normalized
deformers at will, and re-order them, is extremely liberating.
mailto:softimage@listproc.autodesk.com
Subject: Re: softimage to modo
Hey Paul, can you point me to the video ?
Just curious.
Le 07/05/2014 16:22, Paul Griswold a écrit :
What do you guys think of Modo's nodal deformer layout? I just
looked at that growing vine tutorial page and the splash page
@listproc.autodesk.com softimage@listproc.autodesk.com
Date: Wednesday 07 May 2014 at 5:03 PM
To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Subject: Re: softimage to modo
Hey Paul, can you point me to the video ?
Just curious.
Le 07/05/2014 16:22, Paul Griswold a écrit
Sure - http://community.thefoundry.co.uk/tv/training/view.aspx?id=774
Again, maybe it's my OCD kicking in, but even a little graph like that
shouldn't be such a sloppy mess. ;-)
ᐧ
On Wed, May 7, 2014 at 11:03 AM, olivier jeannel olivier.jean...@noos.frwrote:
Hey Paul, can you point me to the
things the
same way.
From: Paul Griswold pgrisw...@fusiondigitalproductions.com
Reply-To: softimage@listproc.autodesk.com
softimage@listproc.autodesk.com
Date: Wednesday 07 May 2014 at 4:22 PM
To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com
Subject: Re: softimage
The schematic in Modo is becoming more and more powerful. But with great
power comes great responsibility!
What I mean is, that it's equally important to have tools to cleanup and
organize your node graphs as it is to add more features / nodes. What I
currently miss most is something like a group
NICE! I might buy Modo today just because of that video. I'm in the
process of working on a bunch of furniture models I'm dealing with seams,
piping, etc.. I've been working in 3D Coat because it's great for organic
shapes, but I wasn't really happy with the seams piping (3D Coat's spline
The Curve Probe modifier in 801 is pretty sweet. You can do some awesome
stuff both in rigging and in shading with it.
-Tim
On 5/7/2014 12:51 PM, Paul Griswold wrote:
NICE! I might buy Modo today just because of that video. I'm in the
process of working on a bunch of furniture models I'm
I just discovered the other day that the Edge Bevel tool has some crazy
preset profile shapes. My friends doing arch work would love them. Modo also
has some very nice precision tools.
Piping in Modo looks quite easy. I remember seeing a video somewhere that
showed some pretty nice
WOW thats cool
On Wed, May 7, 2014 at 6:57 PM, Tim Crowson
tim.crow...@magneticdreams.comwrote:
The Curve Probe modifier in 801 is pretty sweet. You can do some awesome
stuff both in rigging and in shading with it.
-Tim
On 5/7/2014 12:51 PM, Paul Griswold wrote:
NICE! I might buy
Those profiles are available for the regular poly bevel tool as well, or
any tool that accepts profiles. Makes things so much easier for arch stuff.
-Tim
On 5/7/2014 1:10 PM, Sergio Mucino wrote:
I just discovered the other day that the Edge Bevel tool has some
crazy preset profile
2014-05-07 20:10 GMT+02:00 Sergio Mucino sergio.muc...@gmail.com:
I just discovered the other day that the Edge Bevel tool has some
crazy preset profile shapes.
And whilst talking about recent discoveries: I found that the modeling
falloffs (and there are plenty of them, most with
I agree. Falloffs in Modo are pretty wild. I haven't done much modeling yet,
but the small things I did, just made me realize I have to rethink my modeling
methods. I've always been relying on soft selections for most things. Falloffs
go way beyond that.
Sergio Muciño.
Sent from my iPad.
Modo has a too that I find better than clusters. They're called weight
containers. They're basically an item that stores a set of components, and
associates weights to them. If you're curious as to how they work, I have a
small intro video you could check over here...
Nice video Sergio, incidentally i saw your Modo Dorito video, so all it
would take would be for the setup layer channels to be exposed, and you
could create a SI similar Dorito effect ?
On 7 May 2014 20:16, Sergio Mucino sergio.muc...@gmail.com wrote:
Modo has a too that I find better than
steffen.duen...@gmail.com;
* To: * softimage@listproc.autodesk.com;
* Subject: * Re: softimage to modo
* Sent: * Tue, May 6, 2014 3:52:58 PM
Yes, we have. And we're digging it more and more each day. My hint
would be: Watch tutorials first! Especially about the shader tree,
decoupled shading
...@gmail.com;
* To: * softimage@listproc.autodesk.com;
* Subject: * Re: softimage to modo
* Sent: * Tue, May 6, 2014 3:52:58 PM
Yes, we have. And we're digging it more and more each day. My hint
would be: Watch tutorials first! Especially about the shader tree,
decoupled shading
Android
From: Steffen Dünner steffen.duen...@gmail.com;
To: softimage@listproc.autodesk.com;
Subject: Re: softimage to modo
Sent: Tue, May 6, 2014 3:52:58 PM
Yes, we have. And we're digging it more and more each day. My hint would
be: Watch tutorials first! Especially about the shader
--
* From: * Steffen Dünner steffen.duen...@gmail.com;
* To: * softimage@listproc.autodesk.com;
* Subject: * Re: softimage to modo
* Sent: * Tue, May 6, 2014 3:52:58 PM
Yes, we have. And we're digging it more and more each day. My hint
would be: Watch tutorials first! Especially about
@listproc.autodesk.com;
Subject: Re: softimage to modo
Sent: Tue, May 6, 2014 3:52:58 PM
Yes, we have. And we're digging it more and more each day. My hint would
be: Watch tutorials first! Especially about the shader tree, decoupled
shading, the principle of items and the way you can copypaste
Hi guys,
anyone already started using modo? first impressions or tips coming from
soft? received our licenses today and soon starting to migrate...any tips
from si users are more than welcome!
F.
Yes, we have. And we're digging it more and more each day. My hint would
be: Watch tutorials first! Especially about the shader tree, decoupled
shading, the principle of items and the way you can copypaste polys,
edges, vertices etc. in and out of them and the tool pipeline stuff.
Don't open up
I've been using it for rigging for a while now. Are you particularly interested
in something?
Cheers!
P.S. Start by going to your System/Preferences dialog, do perform the
following...
* In Defaults/Application, set Item Selection Type to Item. Set the Item Index
Style to whatever you prefer
Sergio, you should do a video, or a series of videos, on this and other
workflows...
-Tim
On 5/6/2014 10:55 AM, Sergio Mucino wrote:
I've been using it for rigging for a while now. Are you particularly interested
in something?
Cheers!
P.S. Start by going to your System/Preferences dialog, do
Unfortunately, my time with Softimage was rather brief, and is only got to know
well the rigging tools and ICE. I'm not sure I could be of help for anything
else. However, I'll definitely keep this in mind for those areas.
Thanks for the vote of confidence!
Sergio Muciño.
Sent from my iPad.
P.S. Maybe I can do something about general application concepts and stuff
like that...
Sergio Muciño.
Sent from my iPad.
On May 6, 2014, at 12:10 PM, Tim Crowson tim.crow...@magneticdreams.com
wrote:
Sergio, you should do a video, or a series of videos, on this and other
workflows...
Being a Softimage and Maya user was really disappointing not having history
when modeling. If i do a bevel I cant modify it after dropping the tool... I
just tried Modo briefly but that was the first downside I bumped into. I hope
im doing something wrong :)—
Sent from Mailbox
On Tue, May 6,
Nope, you're not doing anything wrong... there is no modeling history of
any kind in Modo.
-Tim
On 5/6/2014 1:52 PM, Mário Domingos wrote:
Being a Softimage and Maya user was really disappointing not having
history when modeling. If i do a bevel I cant modify it after dropping
the tool... I
Think…before you move!
-Fancy yellow suit martial art guru. ;)
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: 6 mai 2014 15:17
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo
Nope, you're not doing
@listproc.autodesk.com
Date: Tuesday 06 May 2014 at 10:04 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: softimage to modo
Think…before you move!
-Fancy yellow suit martial art guru
Ouch
Deal breaker.
No history in Modo, no history in C4D, that leaves us...
On 2014-05-06 21:16, Tim Crowson wrote:
Nope, you're not doing anything wrong... there is no modeling history
of any kind in Modo.
-Tim
Honestly, I hasn't been a deal breaker for me. I found that I used the history
during modeling a lot less than I initially thought so (in applications that
have it), and always end up deleting it.
For animation, I do think I'd need it, but if Modo has been capable of
delivering animations
a construction
history.
Matt
-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Tuesday, May 06, 2014 2:57 PM
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo
Honestly, I hasn't
maybe not a deal breaker but not having the ability to edit operators after
the fact is pretty surprising. just because you end up freezing/deleting at
the end doesn't mean it isn't useful along the way. i don't keep every
operator ever used to create an object thinking i can just go back an
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo
Honestly, I hasn't been a deal breaker for me. I found that I used the
history during modeling a lot less than I initially thought so (in
applications that have it), and always end up deleting it.
For animation, I do think I'd
...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Tuesday, May 06, 2014 2:57 PM
To: softimage@listproc.autodesk.com
Subject: Re: softimage to modo
Honestly, I hasn't been a deal breaker for me. I found that I used the
history during modeling a lot less than I initially thought so
That is indeed very useful, but I don't think you can do that in any other
software but Softimage. Maya's history is nowhere near SI stacks and in my
experience it is so useless that I almost never touch it, except for those
things like bevel where you can't see the final result in real time if
Maya doesn't really have a history, it keeps a network of nodes, and by
design there are a lot of operations it consolidates in the name of
performance (e.g. tweaks). It also has no clear entry points, which means
no easy means to make a distinction between things, and lastly it has a
separation
I agree: you should start first with your mindset to: wrap head around
concepts. Pivots and centers were kinda hard to digest (in xsi we just move
center to vertices and voilá) but this jus an aspect to keep in mind... after a
while of watching intro seminar to modo 701 and other 1hour videos,
@listproc.autodesk.commailto:softimage@listproc.autodesk.com
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: softimage to modo
I agree: you should start first with your mindset to: wrap head around
concepts. Pivots and centers were kinda hard to digest (in xsi we just
Yes Motoa would be sweet !
On 26 April 2014 04:38, Angus Davidson angus.david...@wits.ac.za wrote:
It is completely parallel. They are just two different workflows to
achieve the same thing.It creates them for you and you can tweak them to
what you need using Modo very good curve editor.
But i suppose, ironically, Modo is already a great renderer, in a way MR is
so irrelevant, it makes third party renders all the more interesting.
On 26 April 2014 14:16, Sebastien Sterling sebastien.sterl...@gmail.comwrote:
Yes Motoa would be sweet !
On 26 April 2014 04:38, Angus Davidson
to learn it in depth... :)
From: si...@theembassyvfx.com
Date: Fri, 25 Apr 2014 15:10:06 -0700
Subject: Re: Softimage to Modo - Modo 801 global Launch
To: softimage@listproc.autodesk.com
I've used both in production and Arnold's ceiling is exponentially higher than
Modos. I find a lot of people say
Hi, I recorded some of the webinar launch. Around minute 7 you´ll see the new
animation worflow in Modo 801.
IMHO, this is what I´ve always wanted as 2D/3D animator. Anyone thinking south
park 2D and regular 3D animation
with this workflow?
Modo801 - New Animation worflow
ps: video is just
I would say this is a game changer, just give it to a _real_ character animator
(traditionally trained) and I would bet you the output will be amazing.
Jordi Bares
jordiba...@gmail.com
On 25 Apr 2014, at 17:43, David Rivera activemotionpictu...@yahoo.com wrote:
Hi, I recorded some of the
Hmmm, maybe I am missing something here, but what is the difference to
selecting all your controls and using the dopesheet or meta curve
region/ animation editor to change the timing and spacing of your
animation?
On 25.04.2014 18:56, Jordi Bares wrote:
I would say this is a game changer,
@listproc.autodesk.com
Subject: Re: Softimage to Modo - Modo 801 global Launch
Hmmm, maybe I am missing something here, but what is the difference to
selecting all your controls and using the dopesheet or meta curve region/
animation editor to change the timing and spacing of your animation?
On 25.04.2014 18
The difference imho is equivalent to modelling pulling vertices to zbrush
sculpting. It is the state of mind in which you start thinking about poses,
blocking, refinement of animation as a sequence of clear steps rather than a
soup of keyframes.
In the sense that an animator does not need to
But is it a completely parallel system to curves ? or can you tweak curves
later ? not sure how this would work with gimble otherwise, unless you
keyframe it into the ground.
On 25 April 2014 18:40, Jordi Bares jordiba...@gmail.com wrote:
The difference imho is equivalent to modelling pulling
I am just watching the event and first of all, The Foundry shows how it's
done.
Damn.
Then you see Brad (as he said too Ballmer to me but whatever) and the
features. How come it is no as popular as it should, I have no idea.
Actually I know, but I hope it'll change soon.
You lazy Autodesk
..., I forgot.
I just bought Octane renderer, which is also developed for Modo.
Please, Solidangle, move your ass on the Modo ship. Please.
Artur
2014-04-25 21:19 GMT+02:00 Artur Woźniak artur.w...@gmail.com:
I am just watching the event and first of all, The Foundry shows how it's
done.
I am assuming you can off set keys afterward? If not, it would be too
limiting.
On Fri, Apr 25, 2014 at 1:17 PM, Sebastien Sterling
sebastien.sterl...@gmail.com wrote:
But is it a completely parallel system to curves ? or can you tweak curves
later ? not sure how this would work with gimble
Yes you can. Basically anyone comming from the 2d animation world would be glad
with this. I keep saying: Southpark with revamp worflow for 3D.
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
On Friday, April 25, 2014 2:23 PM, Greg Punchatz g...@janimation.com wrote:
I am
I hear a lot of requests for 3rd party rendering in modo, what are the
limitations of modo's render engine that have people looking for other
render engines? Does it not scale well? I would love to know its drawbacks.
I have seen nothing but impressive images and demos from modo, but the only
I haven't put it through its paces, but I do know the Modo renderer is more
than capable. I think most requests of this kind come from familiarity. VRay
users want to keep using VRay, because they're familiar with it, and want to
hit the ground up and running. I totally understand that.
Hey Greg,
Honestly, from my (limited) experience with modo, I have not seen a major
drawback to the renderer. The AOV's are extensive and well thought out,
it has a pass system that is right up there with Soft, better in some ways,
almost as good in others.
It is VERY fast, and has great
I have to disagree. The reason that people would want to use Arnold it that
it pretty mush renders beautiful without doing anything. In fact you have
to put forth an effort if you want an Arnold render to look bad.
On Fri, Apr 25, 2014 at 2:53 PM, Sergio Mucino sergio.muc...@gmail.comwrote:
I
I'd like to have Arnold in Modo, because it's a beast and I love the look
characteristics it produces. Basically everyone I work with loves how
Arnold renders, but It is also less suitable for smaller jobs where Modo
would shine. Modo is very fast for whipping quick and beautiful imagery.
Artur
Would love to see redshift in modo! i got used to the speed of the
renderer...
F.
You can always render to final size with Preview if you want to just let it
cook at X amount of time per frame and walk away from it. Obviously not a
total solution given Preview doesn't run on a network (yet), but it's an
option.
I think comparing the MODO render engine to Arnold is kind of
Hi Eric,
I wasn't implying that Arnold (which I have also used) isn't something to
want in modo (in fact, just the opposite, I think it would be great to have
in modo).
I was just guessing that people wanting more renderers didn't necessarily
mean that the modo renderer isn't good.
On Fri, Apr
Hi Perry,
I apologize for for the misunderstanding you then.
I'm trying to scrape together some $$ for copy of Modo; it looks really
great.
Cheers,
-=Eric
On Fri, Apr 25, 2014 at 3:56 PM, Perry Harovas perryharo...@gmail.comwrote:
Hi Eric,
I wasn't implying that Arnold (which I have also
I've used both in production and Arnold's ceiling is exponentially higher
than Modos. I find a lot of people say all renderers are similar before
ever really testing them in a heavy production.
I love Modo but it is not capable of lifting anything close to what Arnold
can. Arnold is also far
I'd like to know that as well, because so far it reminds me of how Max's
Biped works.
On 2014-04-25 20:17, Sebastien Sterling wrote:
But is it a completely parallel system to curves ? or can you tweak
curves later ? not sure how this would work with gimble otherwise,
unless you keyframe it
It is completely parallel. They are just two different workflows to
achieve the same thing.It creates them for you and you can tweak them to
what you need using Modo very good curve editor.
Have a look at the 3 animation videos at
http://www.thefoundry.co.uk/products/modo/latest-version/
On
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
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
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
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
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