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Author: Debi

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Constraining Cameras and Lights using Locators

Description When setting up a scene you may need to move the camera and lights around quite a bit until you get it just right, but you don't want to have to continually re-focus them. So by creating a locator that is parented to the subject object, you can keep manually adjusting the camera and it will always stay in focus.
Step-by-Step

    Create Cameras

    • In the Item List, select the Camera, right-click and duplicate
    • Rename the duplicate camera - Hero Camera
    • Rename the other camera - Free Camera
    • Under the Shader Tree, select Render at the top of the list, and then under > Properties > Frame, set the Hero camera as the one you'll be rendering
    • Place the Hero camera roughly in the position where you want your final shot to be.

    Create Locator

    • Create a Locator and rename it Focus
    • Place it where you want to focus the camera and lights
    • Select the Hero camera and then Ctrl-select the Focus Locator - under the Camera View tab under Properties, select Set Target
    • Select each Light, and Ctrl-select the Focus Locator - under the Light's property side-tab, select Set Target
    • Set the camera Projection and Effects properties the way you want
    • The Hero camera and lights will always stay pointed at the Locator no matter where you move them within the scene
    • You can then use the Free camera to move about the scene without messing things up
  Beluga Whale
8.5/102votes
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How to stop 'selecting through'

Description

On the odd occasion I have experienced modo deciding all of a sudden to want to select-through my mesh when I don't want it to. So how do I fix it?

Step-by-Step
    • Under Preferences > Input > Selection > Polygon Selection
8.5/102votes
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Bends and Magnet Deformers

In this YouTube video, Dominiek demonstrates animating a ball travelling through a pipe, and in a cartoon-like way, where the pipe bulges, like a snake swallowing a mouse. However cool it looked, I just could not get it working by following his instructions. But I was determined to try and figure it out. So, with the help of Dan Ablan's modo 601 Signature Course, I think I found a much simpler way of achieving what Dominiek's done - without resorting to using curves. Read more
9.7/103votes
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Rendering out a sequence of images using Photoshop

Photoshop > File > Open Photoshop File Open Dialog box
Description

Okay, so this is not actually MODO-specific, but the other day I rendered out a sequence of images in MODO. .You're right, I could have rendered them out as a movie. But if for some reason you have to shut down your machine, or it crashes - you lose EVERYTHING! - so individual images, though slower, is often a more reliable way..

Later I needed to quickly render them out as a .mov file. Of course I could have used After Effects, but I found it much quicker to do it in Photoshop.[/dcs_p]
Step-by-Step
    • Make sure that your files names are numbered sequentially with no gaps.
    • > File > Open
    • Check the Image Sequence box. That's all there is to it!
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Rendering animation sequences backwards

Description

I was just reminded of something that I discovered last year whilst rendering out my final animation assignment. I had around 1500 frames to render out, and I was fortunate to have two machines to work on. It was late, and I wanted to set them up and go home. But if I started one machine at frame #1, how could I guess whereabouts to start the second machine from to ensure all frames were covered? Simple. Start from the last frame and render out the image sequence in reverse order

Step-by-Step
    • Shader Tree > Properties > Render > Frame
      • Start = last frame number
      • Last  = 1
      • Step -1
Render-Backwards
Forum Link (Old Luxology Forums - no longer exists)
Source  James Darknell (Mutant Pixel)
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