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Neat tips

Here you'll find a variety of MODO gems & tips I've managed to either figure out myself or collected along the way which hopefully will help improve your workflow. You can never have too many tricks up your sleeve! ;)

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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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Depth of Field and how to manipulate it in Photoshop

This is by far my most favorite modo tip ever, by the illustrious illustrator, Warner McGee, where he shows you no matter what Depth of Field you may have set in modo, you can always change, or fix it in post, in Photoshop. Read more
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Zoom in on Render Preview without moving the camera

Here's a trick for when you need to look at your scene up-close without actually messing things up and moving your render camera

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Confused by Action Centers?

It took a while until Action Centers sunk in for me, so assuming I'm not the only one that couldn't wrap your head around them, I thought I'd post up this neat .pdf I found some time back.

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