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Step-by-Step

The 'step-by-step' section is a collection of MODO workflows whichl achieve a particular outcome. Some of them you may not have done for a while, so they're here just to jog your memory so you know what step comes next :)

2

How to quickly rig a character

Description

With modo 601 came a video called Fireboy where Andy Brown rigs and animates one of Warner McGee's characters. The video is quite detailed, but if you just want to quickly jump in and rig a character, I've broken it down into simple steps below.

Once you are done though, you may find that you might need to use a different Binding type for your particular character, or you might need to adjust the vertex weights to enable your character to deform properly, which I'll try cover in another article later on. But until then you can always refer back to Andy's video - but this should get you on your way.
Step-by-Step
    Preparation
    • Make sure your character is a nice clean mesh without holes or flaws. Just to be sure, run > Geometry > Mesh Cleapup before you start.
    • Separate the components, such as body and eyes into separate layers.
    • Centre your character at X & Z, and zero on Y
     
    Create Skeleton
    • Click on the Setup tab along the top menu
    • Under Commands select > Setup > Skeleton
    • Then click on Tool Properties tab and make sure that Compensation and Intersection are turned on (2:20)
    • In Add-mode, create your skeleton. Be mindful of when to use symmetry, and when to turn it off.
    Align Bones
    • Double-click on the root bone (in the viewport, or from the Item List)
    • Adjust all joint locators so that the red line is pointing along the X-axis by selecting each joint individually, then clicking on the universal transform tool to move it. It's quicker if you have two viewports open side-by-side - one Front, and one Right to make seeing where you're at, easier. (5:55)
    Zero out transforms on all joints (Sets a resting position for deformations)
    • Go into Setup modo. A yellow border will apart around the viewport
    • Double-click on the root bone
    • Go to > Properties > Zero > All
    • Turn off the Setup mode toggle
    • Save
     
    Bind skeleton to Mesh
    • While in Item mode, select Setup mode
    • Double-Click on the root bone in the viewport, and then Shift-select the character mesh
    • Then under  > Commands > Deformers > Bind > Heat  (you can use any of the other options)
Source  Fireboy.mov which comes with modo 601
Author  Andy Brown
   
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Creating Custom Sliders for Morph maps

Description Once you've created a variety of morphs for your character's facial expressions, creating "sliders" by using the channel haul tool and custom user-channels, will enable you to quickly animate your character's face, by simply transitioning between their various poses.

When I first looked at writing a Step-by-Step for this, I was basing it on Ryan Drue's video back from the 401 days on Lux TV. Naturally, I was expecting this to have changed slightly (as I am writing this during 601 SP5). But halfway through I got stuck because the interface had since changed. So I had to go to the forums for help.

Within an hour or so, I received two responses - one from modo mio, who gave me the answer I wanted, and then Clef took it one step further and gave me the answer I needed by creating an updated video using the newer schematic view. So this article is kind of a hybrid of all three approaches but hopefully the simplest way.

Step-by-Step

Note that this article does not cover the actual creation of your morph maps. It assumes you have already created them or else, you're using a mesh such as the Old Man Head (part of modo's standard Content), which comes with its own set of facial morph maps.

    Create Morph Influence
    • Under > Lists > Morph Maps select the first Morph map, right-click, and choose Add Morph Influence.
    • Right-click and rename the Morph Influence by appending the facial expression description (e.g. Morph Influence - Angry).
    • Rinse, repeat for each of your morph maps.
    Rename Morph Influence
                 
      Create Locator & set how it's displayed
      • Create a Locator in the Item List and rename it 'Face Controls'
      • Drag all of your Morph Influences onto the Locator (just to keep things tidy).
      • Position the Locator in front of the head and a bit to the side (as shown in the top image).
      • With the Face Controls locator still selected, under > Display > 3D Items tab on the right, click on Add Draw Options and fill in fields as shown.
        • Under the Locator Shapes tab below that, fill in fields as per image
        Create User Channels
        • With the Face Controller selected in the Item List, go to > Properties > User Channels > Add User Channel for each of the morphs.
        Link User Channels
        • Go to the Setup tab. The Schematics viewport will be displayed.
        • Go to the Channels tab on the bottom right
        • Scroll down and select all of the morphs channels just created
        • Drag them left into the Schematic viewport
        • From the Items tab, select each of the Morph Influences one-at-a-time and then go to the Channels tab and drag the Strength into the Schematics viewport
        • Wire up each morph influence to its own Strength driver
        Schematics              
        Connect Face Controller to Channel Haul
        • Select the Face Controller from the Item List
        • Go to > Assembly > Settings > Utility > Commandand select  item.channelHaul
        • Click on the Face Controller in the viewport and the Channel Haul will appear.
        • Use the sliders to adjust the character's facial expressions.
        • These can be keyed in the Animation timeline.
      Assembly
      Source

      You can watch the original video by Ryan Drue created for modo 401 (Old Luxology Forums - no longer exists) Later on when 601 came out, there were questions on the forum about how the workflow had since changed where Clef and a modo mio responded

      And this is Clef's video using the schematic view

      Credits  Ryan Drue, a modo mio, Clef
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      Creating directional constraints for eyes

      Description

      When rendering out characters, most times it's preferable to have them looking straight at the camera. But you may need to move the camera around quite a bit so that you can get just the right angle, which means, you will need to keep manually adjusting the eyes so that they continue to look towards the camera. There is a way though that you can constrain the eyes to remain fixed on a particular spot (locator). That way you can then move the locator anywhere around and the eyes will follow, making it a lot easier for you to set up your shot.

      If however, you move the locator really close to the eyes, they will go cross-eyed, so using a central controller can help deform the eyes in a non-destructive manner.

      Step-by-Step

        Prepare eyes

        • Turn on deformations by pressing O.
        • Select Enable Deformers so they are visible to the camera
        • Put each eye into separate Item mesh layers
        • Select each eye Item individually and center pivot points inside each eye > Edit > Center to Bounding Box > Center

        Setup Tab

        • Select the Setup tab up the top and then press the Setup button (the viewport will be highlighted) - this effectively turns off deformations temporarily. Leave it on until the end.
        • Select one eye at a time, under the Commands menu > Deformers > Transform  . This will add a transformer inside the eye item. It will also create a Transform Effector, which essentially is a locator that the eye will become constrained to.
        • Rename the Transform Effectors Left & Right. As they will both be created in world space sitting at 0,0 they'll be difficult to tell apart.
        • Making sure that the eyes are visible (i.e. hide any distracting layers), from the Item List
        • Select one Transform Effector at a time, and while Match Position is selected, click on Drop Action and then drag'n'drop into each eye.
        • You can reduce the size of these Effector locators under  > Display > 3D Items > Size 
        • Select both locators and duplicate them, and then move them to out in front of the face.
        • Duplicate one of those locators and move it hoizontally so that it's in between the two.
        • Parent the locators to the central one which is now effectively the main controller
        • Now we need to create a directional constraint by selecting the left eye transform locator, and then shift-clicking on the left locator out the front.
        • Under the Modifiers tab, select Direction. Repeat with the right eye.
        • To test that it works, turn off Setup mode.
      Source  You can watch a video that details the process here
      Author  Daniel Ripley - cgdreams.co.uk
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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
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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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