MODO801 Live is happening today!
Thursday 24th April 2014 7.00pm - 8.30pm PT (Pacific Time)
Registration is easy, just follow
this link for details.
Plus, if you are in the San Francisco Bay Area you can go to the event in person! Fill out your details
here and join us for a beer.
Replies
Looking good so far.
Asked, and doesn't sound like it:
Q: Is there a way to automatically straighten UV shells now like the "straighten selection" tool in max?
A: I'm not familiar with the Max tool, but there are no new automatic straightening tools in 801. There are several UV improvements in 801 include Conformal (ABF++) unwrapping, UV Merge and UV Symmetrize.
Animation improvements looks cool. Baking also nice.
Pretty much want to turn it off now...
Heres the list of whats been added: http://www.thefoundry.co.uk/products/modo/latest-version/
I believe such developments are being held back due to the Mac OS just recently being openGL 4 friendly, but I totally agree with you. The viewport is one of the weaker areas with Modo. I would love to see a Marmoset viewport as well.
http://www.thefoundry.co.uk/products/modo/latest-version/#uv-unwrap
snapping improvements are nice,
UV improvements are nice for organics, easy flattening of multiple channels, their soft adjustments look like puppet warp from photoshop which is nice.
Cycle animation keys looks nice for creating walk cycles or looped anims.
I'm really hoping to see FBX improvements, it's not something usually listed as an 'added feature' but hopefully they're in there. FBX has been kind of a mess in modo.
I was hoping to see some character/rig improvements, although it looks like they're going to still rely on the Automatic Character Setup Kit, which is actually really nice to use but for whatever reason will not import into UE4
Just watching some of the videos. Snapping changes look good Huzzah for being able to snap to instances, and multiple snap types at once.. hopefully this means it won't revert to Geometry snapping from vert snapping when changing selections (because damn that was annoying).
UV improvements, not too exciting... But hey, you can merge UV maps now...
Ah I see that's your axe in the Texture Baking video Dataday. Nice. For some reason the hd video doesn't load past 59 seconds; toggling hd off let me see the rest though. Do we know what tangent basis this 'cross product' is yet? Chances are I'll still do all my baking in xNormal (And all my asset viewing in tb2) which is why I'm not so worried about improvements to the viewport (although it would be nice); I'd rather see the crucial things looked at. Like FBX export, and other things that are central to modo and can't be fixed/replaced with third party apps.
Ah, the edge extend changes are nice (See general enhancements video, 1:45)
I've been able to bring some basic rigs and animations into UE4 that I made in ACS, but I have to export using FBX 2010 rather than FBX 2013, which gives me an error saying my BindPose is invalid.
I did see in the chat tonight that work has been done on FBX in 801, so hopefully this will be fixed.
If you are talking about the one here: http://www.thefoundry.co.uk/products/modo/latest-version/
That was done by the Foundry's Greg Brown.
For edge selection, it works on each edge selection, for verts it works across all selected verts at once.
So, aligning between endpoints and spacing the vertices relative to their 3D edge length gets you something like this.
The animation keyframing was cool though. And free beer on the house.