I rely on many custom scripts on top of base MODO to make my everyday workflow smooth. I thought it might be useful – particularly for new users -- for us to share our Top Ten scripts and why they are an indispensable part of our MODO experience.
You may notice that many of these scripts are by the same authors. I have a huge appreciation for the contributions these folks have made to the MODO community by writing and maintaining their scripts – in some cases, for years.
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I use MODO for modeling and UVing prop assets for game engine use.
Scripts 1-5 improve general usability/UI.
6-7 are a part of my modeling workflow.
8-10 are a part of my UVing workflow.
http://community.thefoundry.co.uk/discussion/topic.aspx?f=119&t=80869
I dock this at the bottom of my modeling viewports, just above the status bar. I love being able to easily see what snapping modes are activated.
Nicholas Stevenson wrote a custom script for me that lets me toggle between the Snapping Modes I use most with a hotkey (I have it mapped to Shift-+): Grid, Vertex, and Edge. With this and Eterea Snapping Bar, activating snapping modes is a breeze – I never use the drop-down Snapping menu.
http://community.thefoundry.co.uk/discussion/topic.aspx?f=119&t=87130
funk_Join lets me Join Average vertices without that annoying dialog box popping up! I have this mapped to the Shift-J key combo.
http://community.thefoundry.co.uk/discussion/topic.aspx?f=119&t=87130
funk_color_srgb allows users to copy and paste numerical sRGB and Hexidecimal color values directly from other tools into MODO’s color picker.
http://community.thefoundry.co.uk/discussion/topic.aspx?f=119&t=87130
funk_ItemIsolateToggle hides and unhides unselected Item Layers with a keypress (Shift-F for me).
http://community.thefoundry.co.uk/asset/scripts/view.aspx?id=4593
I mostly use Bools to cleanly perform addition, subtraction, and intersection Boolean operations on polygonal mesh, but there are many more buttons I need to explore!
http://community.thefoundry.co.uk/asset/scripts/view.aspx?id=4064
I rely on Quadcaps to prep geometry for clean SubD or ZBrush work where typical radial triangles would be undesirable.
http://community.thefoundry.co.uk/discussion/topic.aspx?f=83&t=77203&page=0
Getting a consistent texel density across geometry is critical regardless of whether you’re working on assets for a game engine or putting together pre-rendered scenes. The Texel Density Toolkit lets users sample from a UV shell and apply that value to other UV shells. I keep hoping the functionality it provides will be integrated into base MODO one day.
http://community.thefoundry.co.uk/discussion/topic.aspx?f=37&t=82988
This is a pretty low-level operation that should be built into to MODO. I use it to split UV shells based on edge selection.
http://benredmond.net/resources.html
I work on getting my edge normals right while I model and try and think about material breakup across surfaces before I start UVing, where possible. Br_qunwrap helps me get a quick UV layout out based on this work by applying projects based on edge sharpness and natural boundaries in geometry.
I've been using most of these scripts for years -- they're definitely battle-proven and helped me make the transition from Maya!
In addition to what I mentioned above, I’ve written some simple macros to make my life easier. I’ll share those with everyone soon…
http://www.indigosm.com/modoscripts.htm
Also checkout the kits for MODO Adam has created with his toolsets:
http://www.mechanicalcolor.com/
I've been creating alot of embroidery lately and find this tool to be indispensable.
https://community.foundry.com/discuss/topic/88393
and I have a collection of 100+ scripts that I use persoally:
http://pushingpoints.com/v2/hatchet/