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Author: Debi Taylor

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Getting rid of weirdness

When you first start out using MODO you are bound to come across some aberrations in your models which you know are wrong, but you have no idea what you did to mess it up, and you certainly have no clue how to fix it. While I certainly cannot predict every problem you'll encounter, as a noob, here are a few that have stumped me.

Intersecting Polys

Intersecting polygons

Initially, when I first encountered this I thought it was a texture problem. Whenever I ran my mouse over it, it would flicker and splutter. It drove me nuts for an hour before I figured out that it was in fact actually two polygons intersecting, or rather overlapping each other along the same plane. Once you know, you can usually figure this out visually, and either move the offending polygon away a bit, or delete it altogether if it's not required.

FBX Normals

FBX Normals

In the second example, I had imported an .fbx file that had previously been exported from Autodesk's CAD application, Revit.  I knew that whatever the problem was, it was something that went wrong in the export process.  So after checking for overlapping polygons, n-gons and any other aberration I'd come across before, I went straight to an expert and asked my mate, Paulo Madeira (Madeira3D) if he could shed any light.

Immediately, he responded and explained that I would need to select all the offending mesh items, go to Lists > Other Maps, select FBX_Normals, right-click and delete them.

FBX Normals

Even though this should have worked, at first it didn't for me. I would select Delete and nothing would happen. So instead, I went to the Vertex Map menu at the top and selected Delete from there, and it worked. Of course (as it always does ;)), the next time I opened MODO and tried right-clicking and deleting the FBX Normal maps, it worked O.o

Vertex Map menu

Vertices that fly into outta space

Errant Vertices

And lastly, this will occur occasionally without you noticing. You'll be working up-close on something and then when you zoom out, you'll see your mesh is messed up because a vertex decided that it didn't want to play with the others. Don't do what I did the first time - and that is, select the 'cone of polygons' and delete them - otherwise, you'll find you've created a big hole in your mesh. Instead, select the single vertex and backspace or delete it, and it should fix itself.

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Making facial deformations using weight maps

Video Date March 8, 2006
Area Covered

In repsonse to a question I received today, here's an old video that I found which explains how to use MODO's tool pipe to paint soft selections.

Greg shows how to add a Weight Map to a face, and then paints areas such as the nose and eyebrows so they can be deformed.

Author Greg Leuenberg - Sabpro
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Faster Modeling in MODO

Over the past 2 years, more than ever, there's been a huge increase of experienced users coming over from Maya, 3DS, SoftImage to MODO.

Now, many of the everyday modelling tools are fairly similar and most people pick it up pretty quickly. However, often there are those idiosyncrasies that are unique to MODO which experienced users just don't know about. 

So for this post, I'm going to share with you a link to Henning Sanden's article on "Faster Modeling in MODO" (Obsolete http://henningsanden.com/2013/03/31/how-to-optimize-modo-for-faster-modeling/). He wrote it a while back, but much of it is still relevant now. It includes, how to;

  • Assign hotkeys

  • Make your own custom pie menus

    as well as some of Henning's favourite scripts that I don't already have listed on my own, "My fave MODO scripts" page.

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Synching Audio with Animation

Description

In this video, Brad brings in a mesh that already has a morph applied. Then he imports an audio clip, and then using the schematic viewport, wires the audio to the morph animation to produce a woofer speaker pulsing to the beat of the music.

Origin

Supplied by Luxology

 modo Version

Released during 701

Description

Key points:

    • While under the Setup, you'll find an Audio tab under the panel in the top-right. Drag in an audio clip (multiple formats are accepted). Right-click to play.
    • In the schematic viewport drag in sound channel modifiers and the morph, along with multipliers to the increase the intensity and an emitter to spray out particles to the beat of the music.
    • Also shows the waveform display

 
URL YouTube
Presenter

Brad Peebler

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Do you get gamma?

Problem

When applying images to a surface, they may appear in the rendered frame as being a bit too light or washed out. This is because modo always renders internally at gamma 1.0 (linearly), and then applies the user's specified output gamma when displaying or saving the rendered result. 

Bitmapped images typically have automatic gamma applied to them in an image editor or digital camera (otherwise, they would look too dark to most users); and because of this, rendering with modo’s default gamma value (2.2) will make your images appear light or washed out as they have received double gamma. Therefore, it is important to de-gamma your images. 

GammaComparison
Solution

This can be done by inverting the gamma amount, simply by dividing the Render Output gamma amount, whatever it may be (but 2.2 is the default), by the image map's item 1.0 value.

This can be done directly in the value input field using mathematical shorthand. For instance users can simply type “1.0/2.2” into the dialog box and press enter, and it will return the value “0.4546” (modo does the math for you!). Now the rendered image will produce the correct result. 

 

And if you are interested in a general understanding of gamma and how it works on your computer, Richard Yot has made this video that might fill in some of the gaps.

Source  modo 601 User Guide
Author  James Darknell (MutantPixel)

Related Images:

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