Yeah. Personally I preferred tech talk without the subgroups for various software; but I can understand their usefulness. But to have a sub group for every single application would be silly.
I also really love Moma by Jacobo Barreiro it's awesome for using Modo's rendering engine inside of Maya. I also like it because it's one button click to send geometry to maya from modo. That's handy as hell! http://www.jacobobarreiro.com/jweb/moma/ https://vimeo.com/49527963
I also really love Moma by Jacobo Barreiro it's awesome for using Modo's rendering engine inside of Maya. I also like it because it's one button click to send geometry to maya from modo. That's handy as hell! http://www.jacobobarreiro.com/jweb/moma/ https://vimeo.com/49527963
I forgot about that one, there is also an updated version which might be easier to use:
Is there some kind of "select similar" script which selects subobjects with the same length, area or number of vertices? I find this extremely useful in 3ds max.
I still don't get how you get your round shader thing to look so clean. Every time I try it just looks like crap even on simple cube.
same here! can someone please share their process of working with the rounded edge feature? especially with surfaces that being manipulated with boolean (crazy n-gons) ?
and thanks for putting all of these amazing scripts in 1 thread..I use some of them and they save so much time!
New user here, and was wondering if anyone else has run in to a problem with scripts not working in 801. I have been trying run Seneca's script bundle with very limited success. I know this is an older thread but hopefully can get some input.
Yeah, there are a fair few of Seneca's scripts that have become outdated or broken in more recent versions. Some of them have been rewritten/maintained by others... are there any in particular you're after?
Hey guys, I'm using the 'enhanced PiplineIO menu' from Smoluck, but having some issues with it. Was wondering maybe someone got any idea how to fix this issue?
When exporting the low poly as FBX or OBJ it shrinks down the object tremendously, therefor I can't bake in xNormal.
The big cube is the original (or high poly if you may), the tiny one is the the one exported using the script. Just to be on the safe side, I've loaded these in xNormal and used the 3D viewer, it shows the same issue.
** EDIT: I've got no idea why it is happening, I managed to overcome it by adding R 100 tag to my export scripts, so it scales the object 100 times bigger than they are. They are synced up now.
Awesome thread repete. So many great scripts made by people out there.
Quick request and pardon me if something has been posted already which is similar.
But im after a script which will import or copy in meshes but allows me to toggle through a list of meshes which are contained in a base file type thing. Kind of similar to insert multi mesh in zbrush.
Since I found myself doing the same basic actions last night to start an unwrap I decided to script it (literally just a list of running a few tools). The script does a select: boundary & sharp edges, runs the unwrap tools with its current settings (Usually cylindrical covers the widest array of shapes), and then does an orient pieces. You might want to add a relax on the end too; but I prefer to do that manually if at all. Super simple but saves some time, and it can pretty much auto unwrap basic pieces:
Does anyone know if there's a script out there that will let me set a unfold constraint to only horizontal or vertical axis, similar to the options Maya has? It's incredibly time consuming to hand-straighten UVs of curved strips of geo to trim texture sheets without it.
Does anyone know if there's a script out there that will let me set a unfold constraint to only horizontal or vertical axis, similar to the options Maya has? It's incredibly time consuming to hand-straighten UVs of curved strips of geo to trim texture sheets without it.
If your on 901 use the new rectangle relax tool. It will straighten your uv's in one click.
Alternatively select all the vertical edges, set your centre to local and your axis to auto and scale inwards. Use the same settings on the horizontal.
Saw @maxivz 's excellent scripts for Maya and decided to blatantly copy "Subdivide by smoothing groups" — which admittedly you could already do quite easily in modo — this is only beneficial because it reads your material's smoothing value so you skip some manual entry. Plus that makes it simpler to bind to a key; I recommend control + shift + d. Could also expand it to take into account smoothing from the vertex normal toolkit, but I'm not sure that would be of any practical use anyway. At the moment it will only work with one material in the scene; I need to figure out how to query the active meshes material. Grab it here: http://benredmond.net/resources.html
Apologies if this has been answered somewhere else, I'm just curious if there exists a script for modo that would allow me to:
1) export an item with a pivot set at a particular point 2) move that item to the origin 3)move that same item back to its location in my scene
Basically allowing me to work anywhere within the scene without having to manually center my items that I want exported to the origin just to have its pivot set at a particular point...There are tons of scripts for maya that do this, and was just wondering if it was possible for modo.
hey, Repete, I wasn't able to download any of your scripts because dropbox turned your links off because of excessive traffic. Can you reupload them somewhere else? I'm especially intereted in this one.
Always had a fascination for stop motion and that's is where my heart is right now and I have moved away completely from 3d art and been busy building a small studio to create my first set. Working with physical materials, building armatures, learning how to use camera lenses, stop motion software, motion-control, arduino electronics plus I also have my music production background to glue it all together, I am pretty much in creative heaven So there you have it. Good luck to you all. Pete
He's put his MODO license up for sale and may not be active on polycount anymore. If anyone has his scripts handy, would it bad form to share them somewhere we could get to them? It would be nice for his MODO work to live on. The Grid scripts dzibarik references could be really useful!
I found this cute script called Selector on Gumroad: https://gumroad.com/discover?query=modo+selector Pierre Dubertrand (http://www.pierredubertrand.com/) is giving Selector away for free. He's mapped it to the middle mouse button. It brings up a menu that lets you change between selection modes, assign materials and selections, and do a bunch of other stuff without menu diving.
Nothing too exciting but I just uploaded two small scripts — randrot (apply random rotation to selected items) and saferemove (remove selected edges, unless they are a UV boundary). You can download them here: http://benredmond.net/resources.html
Replies
Thats good to hear, will spend on a copy soon then.
Maybe not, so as not to further marginalize Modo users which are in low numbers on this platform.
From ylaz of course:poly121:
Download & info:
http://community.thefoundry.co.uk/discussion/post.aspx?f=37&t=67482&p=906147
Instructions:
Cheers
Download:
https://www.dropbox.com/s/x9b4dtvddg5w3fn/QuickTool.rar?dl=0
Vid on how to use it:
www.youtube.com/watch?v=DHlYDL51qN4&feature=youtu.be
wow, thank you so much for this!
http://community.thefoundry.co.uk/discussion/topic.aspx?f=37&t=41509
I also really love Moma by Jacobo Barreiro it's awesome for using Modo's rendering engine inside of Maya. I also like it because it's one button click to send geometry to maya from modo. That's handy as hell!
http://www.jacobobarreiro.com/jweb/moma/
https://vimeo.com/49527963
I forgot about that one, there is also an updated version which might be easier to use:
http://smoluck.com/2015/02/15/enhanced-pipelineio_menu-by-smoluck-for-ariel-chai
Cheers
I'm glad to sse that you like my improved Pipeline IO Menu ^^
Anyone got a resolution for this?
same here! can someone please share their process of working with the rounded edge feature? especially with surfaces that being manipulated with boolean (crazy n-gons) ?
and thanks for putting all of these amazing scripts in 1 thread..I use some of them and they save so much time!
[ame]https://www.youtube.com/watch?v=-aWXEkttVNM[/ame]
New user here, and was wondering if anyone else has run in to a problem with scripts not working in 801. I have been trying run Seneca's script bundle with very limited success. I know this is an older thread but hopefully can get some input.
thanks
When exporting the low poly as FBX or OBJ it shrinks down the object tremendously, therefor I can't bake in xNormal.
The big cube is the original (or high poly if you may), the tiny one is the the one exported using the script. Just to be on the safe side, I've loaded these in xNormal and used the 3D viewer, it shows the same issue.
** EDIT: I've got no idea why it is happening, I managed to overcome it by adding R 100 tag to my export scripts, so it scales the object 100 times bigger than they are. They are synced up now.
edge_extend_magnetic.py
https://www.dropbox.com/s/3rjors3ty2ngmxi/edge_extend_magnetic.py.zip?dl=0
Have fun:poly121:
Quick request and pardon me if something has been posted already which is similar.
But im after a script which will import or copy in meshes but allows me to toggle through a list of meshes which are contained in a base file type thing. Kind of similar to insert multi mesh in zbrush.
Cheers guys
http://gfycat.com/WarmheartedWarmKiwi
For cylindrical objects you just select the edge you want to be the seam:
http://gfycat.com/FrighteningDentalIndigowingedparrot
download
Thanks in advance!
P.s.- Typical... found it right after posting. To anyone looking in the future: https://dl.dropbox.com/u/59726612/uvHotSpots.mov
Alternatively select all the vertical edges, set your centre to local and your axis to auto and scale inwards. Use the same settings on the horizontal.
http://community.thefoundry.co.uk/discussion/topic.aspx?f=119&t=126178
1) export an item with a pivot set at a particular point
2) move that item to the origin
3)move that same item back to its location in my scene
Basically allowing me to work anywhere within the scene without having to manually center my items that I want exported to the origin just to have its pivot set at a particular point...There are tons of scripts for maya that do this, and was just wondering if it was possible for modo.
Cheers
http://www.farfarer.com/temp/exportFBX.zip
It's called Explosivo
https://github.com/csprance/Explosivo
https://www.youtube.com/watch?v=rXcz94eqZy4&feature=youtu.be
http://community.thefoundry.co.uk/discussion/post.aspx?f=32&t=121871&p=1017451
Working with physical materials, building armatures, learning how to use camera lenses, stop motion software, motion-control, arduino electronics plus I also have my music production background to glue it all together, I am pretty much in creative heaven
So there you have it.
Good luck to you all.
Pete
He's put his MODO license up for sale and may not be active on polycount anymore. If anyone has his scripts handy, would it bad form to share them somewhere we could get to them? It would be nice for his MODO work to live on. The Grid scripts dzibarik references could be really useful!
Pierre Dubertrand (http://www.pierredubertrand.com/) is giving Selector away for free. He's mapped it to the middle mouse button. It brings up a menu that lets you change between selection modes, assign materials and selections, and do a bunch of other stuff without menu diving.