I'm loving Modo so far but I'm so used to Max that even performing basic operations in Modo is alien to me. I foolishly thought that knowing a bit of Max, Maya and Zbrush would translate well into Modo but I'm already learning how different this software is.
I've got a couple of questions I couldn't find answers to, really basic stuff.
Is there any way to reset spinner values quickly like in 3ds Max? Remembering the default value isn't taxing I'm just lazy.
I̶s̶ ̶t̶h̶e̶r̶e̶ ̶a̶ ̶q̶u̶i̶c̶k̶ ̶w̶a̶y̶ ̶t̶o̶ ̶d̶i̶s̶a̶b̶l̶e̶ ̶w̶i̶r̶e̶ ̶f̶r̶a̶m̶e̶ ̶o̶v̶e̶r̶l̶a̶y̶?̶ ̶I̶ ̶h̶a̶d̶ ̶a̶ ̶p̶o̶k̶e̶ ̶a̶r̶o̶u̶n̶d̶ ̶a̶n̶d̶ ̶t̶h̶e̶r̶e̶'̶s̶ ̶a̶ ̶f̶e̶w̶ ̶d̶i̶f̶f̶e̶r̶e̶n̶t̶ ̶a̶n̶s̶w̶e̶r̶s̶ ̶t̶o̶ ̶t̶h̶i̶s̶ ̶q̶u̶e̶s̶t̶i̶o̶n̶,̶ ̶I̶'̶v̶e̶ ̶t̶r̶i̶e̶d̶ ̶t̶h̶e̶ ̶v̶i̶e̶w̶p̶o̶r̶t̶ ̶s̶e̶t̶t̶i̶n̶g̶s̶ ̶"̶o̶"̶ ̶b̶u̶t̶ ̶i̶t̶ ̶d̶i̶d̶n̶'̶t̶ ̶s̶e̶e̶m̶ ̶t̶o̶ ̶d̶o̶ ̶a̶n̶y̶t̶h̶i̶n̶g̶,̶ ̶t̶h̶i̶s̶ ̶i̶s̶ ̶a̶l̶s̶o̶ ̶p̶r̶e̶t̶t̶y̶ ̶s̶l̶o̶w̶ ̶c̶o̶m̶p̶a̶r̶e̶d̶ ̶t̶o̶ ̶h̶i̶t̶t̶i̶n̶g̶ ̶F̶4̶ ̶i̶n̶ ̶M̶a̶x̶. edit: Keyboard Shortcuts page solved this woo (:
If I'm using any modelling tool e.g. Bevel. When I'm clicking in the viewport is that making the tool become properly active? or am I actually using the tool very briefly? I don't get the axis/handles/gizmo appearing on my model until after I've clicked but I'm not sure if I've already created geometry when I do that.
This last question may provoke a long winded answer that may not be completely necessary as I can learn it as I go along but just in case someone feels like tackling it briefly:
Coming from 3DS Max, I'm used to channel data hidden away and other mesh options hidden around in modifiers, Modo however seems to have all the technical details up front in the item properties on the right. Is there a simple approach to learning how Modo links all it's components together to present you with the mesh? I.e. Does the Lists tab have a strong relationship with the Channels? Should I not really be poking in there unless I know what I'm doing? (which I hope to know someday but I'll bite off a little each day).
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And wow. Switching modeling apps is freaking hard!
(Also keep getting a crashing problem when I was trying to retopo something. Gr.)
I would love some tips for switching modeling apps, or just in modo in general (IE Something you found out that changed your life forever)
Perhaps what you're also getting caught up on is what needs to be selected. In max iirc you have to make a selection to make a change. In modo, when nothing is selected, everything is 'selected' or 'active' So in edge mode, no edges selected, bevelling will bevel all edges.
Not sure what you mean about the spinners.
Item properties... you don't need to worry about much and it is all pretty straightforward. Channels you won't really need to touch. Most of the options there are for rendering. The lists tab however is quite useful. Lists contain the morph, uv, weight and other maps that your mesh item might have. Sometimes you'll have to go to lists to make sure your UV channel is active (or the correct uv channel is, if you have multiple). Lists also displays, as mentioned above, the currently active tools/constraints etc. Lists also has statistics that you can use to make selections. For example, say you want to find out if you have any n-gons on your mesh. An n-gon is a polygon make up of > 4 vertices. So we want to select polygons (expand the polygons tab). We want to select them based on vertices, so expand the vertices tab. Now you'll see we can select polygons by # of vertices and handily, it goes to 4 then >4. You can click the + or - next to any statistic to add or remove the matching pieces to/from your selection. You'll notice other handy selection methods like type (select only sub-d surfaces for example). So definitely play around in the lists tab. You might notice you can select by material and selection sets, which are handy when you have to make a tedious selection multiple times better to make it once and save it than multiple times.
And on a more random note here's a cool youtube channel that has some great modo modelling videos:
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That has an example of selection sets being useful, as well as falloffs and arrays. Also check the link in my signature for a google doc of some general modo tips.
Welcome to modo. Autosave is found under System > Preferences > Defaults > Auto-Save.
I'll have a good play around with all the things you've mentioned after some sleep
Also, thanks for that Seneca video, I heard about Action Centers in the documentation and tried to fiddle with it but wasn't entirely sure what I was doing.
I've also been watching the Peter Stammbach tutorial for the spark plug to get started, but was going to switch to the UB32 when I'm done. I'm glad you recommend it as a resource
EDIT: Oh the bit about the spinners. I think they're called Channels in Modo? The input fields with the increment arrows on the right hand side. I worked out you can right click and remove edit to reset it to default value so it doesn't matter so much any more, not as quick as Max but not a big bother
http://steamcommunity.com/app/244290
It will all start to click with enough time, somethings are still a bit convoluted but theres a sense of hope that it kind of gets finetuned with future updates.