So I was pretty excited by this news until I got the inevitable limitations. And scripting is a big one for me. No third party scripting is in fact a dealbreaker. I think scripts are essential to my workflow. I use senecas various scripts when modeling, I use farfarer's and etera's collection when UVing, I use a script to…
I know that not having access to Farfarer's vertex normal toolkit would be a deal breaker to me. I'm not too keen on having to export my low-poly models to Blender to edit hard/soft edges with a nice GUI when I could just do everything in Blender anyway. You can even do foliage normals in it if you're using mont29's…
If it doesn't support scripting, then I doubt it, as the Goz feature relies on a script. And Maya LT doesn't support GoZ either, as the features of MEL that script needs are not supported in LT
This thread is a bit old but I just found it and I hope I can add some feedback. I've tried the demos of Modo 801 and recently 901. I love it. I'm interested in using it for game dev. I'm an indie. Modo full is not in my budget. Here's the problem with Modo indie for me. Scripts/plugins disabled: This alone is a…
Quite interesting news :) No targa support is a weird limitation though. Does modo indie supports scripts? edit: WarrenM beat me to it, quite sad news. I can't think of making my way with modo without using scripts (hint: farfarers vertex normal toolkit, seneca scripts), and some of other game-devs I know would think the…
I believe scripting can cause potential workarounds as far as the limitations go, thus the reasoning for not having it. Unfortunately, scripting is also a pretty big part of how we work, think even interact. Maya LT now has scripting right? If so I wonder how they found a workaround to keep export limits from getting…
Thanks Foundry! The offering seems appropriate for the price point. I'll probably be picking the mari+modo bundle up before the 18th. However, I'm torn about the no scripts deal. Not a complete deal breaker for me, but I'm sure there will come a point where my workflow will suffer because of it. I'd like to +1 a previous…
Hey, first of all I just wanna say that I think this is a great step in the right direction. Just curious as to how Modo Indie handles unit/scale and such when exporting to UE4, Unity or other engines? I had a look around for regular Modo and apparently there's some rescaling needed or scripts that do the rescaling for you…
When I saw Mari indie I got really excited... but then I read that it is limited to 2 UDIMs and 4K maps. The only reason I wanted Mari was because I wanted to use it with Amplify Texture for Unity. I wanted to paint up some really high-res, large set pieces to bake into the Amplify virtual texture. For that you need many…