I think there are some updates for UE4 compatibility.
The "Save smoothing groups" option in the FBX options should work for UE4 now, but it screws up vertex normals for Unity3D (because Unity's FBX import loads in the vertex normals from the wrong layer). You'll have to toggle it depending on the engine you're using.
So for UE4, enable it. For Unity3D, disable it.
But I don't use Unreal so I haven't tested it myself.
We need a way to freely transform the normals as we want.
Admittedly I've been out of the loop for almost a year raising my daughter so I might be not thinking of an obvious way this would be helpful. Why would you want to manually transform normals with a tool widget instead of just having a quick way to set them so the edges appear to be hard or soft?
Admittedly I've been out of the loop for almost a year raising my daughter so I might be not thinking of an obvious way this would be helpful. Why would you want to manually transform normals with a tool widget instead of just having a quick way to set them so the edges appear to be hard or soft?
modular characters and outfits, I don't use Modo but in Max I can tweak the normals so a split at the neck to allow for different heads doesn't show up as a seam.
For vegetation, I use the "morph to normals" function of my toolkit. I've got a local version that only does it for the selected verts (will be in the next release when I get around to it).
So I can run Update on the mesh and then select the foliage verts and run the morph-to-normals to give them a bushy feel. Gives a good amount of control, too.
What do you guys think about animation tools in 801 ?
I not really pro animator, so for me these look enough, but I'm curious what someone pro thinks about them.
Yeah, I mean it HAS limitations ... it's only on intersections and to change the size, you have to make a new material. So it's not as convenient as it seems, although it's still great that it shows up in normal bakes now. Another tool for the tool box...
Yeah, I mean it HAS limitations ... it's only on intersections and to change the size, you have to make a new material. So it's not as convenient as it seems, although it's still great that it shows up in normal bakes now. Another tool for the tool box...
I think it's texturable. It is with nodal shading, at least - you can rough up the rounded edges using it.
With 801 on the way it looks like Modo might really be worth a look. As far as a modeling and hard surface pipeline goes what is it still lacking or struggling with?
WarrenM mentions smoothing groups. But it sounds like Farfarer's kit very well could help solve that issue. So what else?
How is it with handling placement of several objects to form larger scenes?
New snapping in Modo works like a charm now! And its much easier to click on a correct vertex etc as raytracing seem to work much better than in 701. Really happy!
New snapping in Modo works like a charm now! And its much easier to click on a correct vertex etc as raytracing seem to work much better than in 701. Really happy!
Tobbo- animation maybe ? I tried some basic animation in Modo and it works. But from what people are saying it's not great.
801's new animation features are pure awesome sauce. It's the most natural way to animate something I've seen outside of proprietary stuff from the likes of Pixar.
Anybody know how long the launch promotion is going for? I want to upgrade at the reduced price, but I'd like to wait until pay day and I can't seem to find that info on the site.
Like what Dataday mention above, 801 has a new setting [Use Alpha] under [Image Still] tab on texture [Properties]. Does anyone know what is the different between this option and the [Alpha Channel] setting on the [Texture Layers] tab?
I just picked up modo, and a lot of weird crap is going on with it. The first thing I tried to do was change the UI colors, but none of the changes actually affect anything. Everything stays exactly the same color regardless of preference settings.
Second, manipulating objects and the camera is all screwy.
Rather than simply adjusting things based on the movement of the mouse like every other program in existence, it seems to be moving things based on the relative position of the mouse from its starting point, kinda like a virtual joystick, even though the mouse turns invisible while dragging. On top of being clumsy to deal with, this means things just keep moving non-stop until you either let go or position the now-invisible mouse back into the starting point of the drag.
That cannot possibly be how it's supposed to be working, right?
For the navigation issues, maybe trackball rotation is part of what's throwing you off? It can be turned off in the options menu ("O" hotkey), and you should turn on orbit selection right under it as well.
I just picked up modo, and a lot of weird crap is going on with it. The first thing I tried to do was change the UI colors, but none of the changes actually affect anything. Everything stays exactly the same color regardless of preference settings.
Second, manipulating objects and the camera is all screwy.
Rather than simply adjusting things based on the movement of the mouse like every other program in existence, it seems to be moving things based on the relative position of the mouse from its starting point, kinda like a virtual joystick, even though the mouse turns invisible while dragging. On top of being clumsy to deal with, this means things just keep moving non-stop until you either let go or position the now-invisible mouse back into the starting point of the drag.
That cannot possibly be how it's supposed to be working, right?
Use something like the Maya mouse controls, which you can find in preferences. Turn off trackball rotation in the viewport options (press O), it should behave normally. Also remember when you click on empty space without dropping the move mode, it will relocate the move widget, this is a pretty neat feature once you get used to it.
As for changing the color of the UI, I have been trying to do that for awhile now as well with little luck. However, if you pulldown VIEW (after file, and edit) then "viewport color scheme" you can get some viewport based color changes, which is good.
Replies
The "Save smoothing groups" option in the FBX options should work for UE4 now, but it screws up vertex normals for Unity3D (because Unity's FBX import loads in the vertex normals from the wrong layer). You'll have to toggle it depending on the engine you're using.
So for UE4, enable it. For Unity3D, disable it.
But I don't use Unreal so I haven't tested it myself.
Admittedly I've been out of the loop for almost a year raising my daughter so I might be not thinking of an obvious way this would be helpful. Why would you want to manually transform normals with a tool widget instead of just having a quick way to set them so the edges appear to be hard or soft?
But it's useful sometimes to be able to tweak normals on a mesh at a per-vertex level.
For vegetation, I use the "morph to normals" function of my toolkit. I've got a local version that only does it for the selected verts (will be in the next release when I get around to it).
So I can run Update on the mesh and then select the foliage verts and run the morph-to-normals to give them a bushy feel. Gives a good amount of control, too.
@35:30:
https://www.youtube.com/watch?v=KnARYLwNmf0
http://docs.luxology.com/modo/801/help/pages/gettingstarted/WhatsNew801.html
I not really pro animator, so for me these look enough, but I'm curious what someone pro thinks about them.
"Baking now supports the rounded edge function found in the Material Item."
In normal map baking? Can someone verify this? That might be kind of a huge feature hidden under the fold, here...
"General>Use Alpha"
Is this what I think it is?
It's true, it get's baked :poly121:
https://vimeo.com/92925762
Could you tell what is it ? I never used materials in modo 0_o (beyond slaping texture with some basic shader )
http://docs.luxology.com/modo/801/help/pages/shaderendering/ShaderItems/Material.html#roundededge
and the possibilities are mounting
Not that I can see. They added some sort of tool to interactively edit vertex normals but smoothing groups are the same atrocity they've always been.
Just use Farfarer's kit.
WarrenM mentions smoothing groups. But it sounds like Farfarer's kit very well could help solve that issue. So what else?
How is it with handling placement of several objects to form larger scenes?
it really is so much better
801's new animation features are pure awesome sauce. It's the most natural way to animate something I've seen outside of proprietary stuff from the likes of Pixar.
Thanks!
:thumbup:
Second, manipulating objects and the camera is all screwy.
Rather than simply adjusting things based on the movement of the mouse like every other program in existence, it seems to be moving things based on the relative position of the mouse from its starting point, kinda like a virtual joystick, even though the mouse turns invisible while dragging. On top of being clumsy to deal with, this means things just keep moving non-stop until you either let go or position the now-invisible mouse back into the starting point of the drag.
That cannot possibly be how it's supposed to be working, right?
It should be in C:\Users\[USERNAME]\AppData\Roaming\Luxology
If that didn't work, check to make sure the file isn't read-only or something.
Use something like the Maya mouse controls, which you can find in preferences. Turn off trackball rotation in the viewport options (press O), it should behave normally. Also remember when you click on empty space without dropping the move mode, it will relocate the move widget, this is a pretty neat feature once you get used to it.
As for changing the color of the UI, I have been trying to do that for awhile now as well with little luck. However, if you pulldown VIEW (after file, and edit) then "viewport color scheme" you can get some viewport based color changes, which is good.