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Animated walk cycles

For anyone who is not a full-time rigger or animator, but has tried to create a simple walk cycle, you'll no doubt remember all the time and effort you put in, only to have your character walk like a zombie. Well,  a fellow MODOnaut, Michael Gass, has created this animated walk-cycle script for ACS rigs that will help you out immensely. Even if it's not perfect, it will get you well on your way!

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Lining up texture locators

Most people think that Texture Locators are just those widgets that get in the way while you're trying to work on your scene, but James Darknell takes some time to explain how they work and offers a different way to quickly align them to your item's surface.

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Numeric Entry Field Tips

One of the handiest things you can use in your everyday workflow is the versatile way you can approach entering numbers into MODO. Here in this video, James Darknell explains a variety of ways that even many MODO experts are unaware of.

http://community.thefoundry.co.uk/tv/training/view.aspx?id=659

I particularly like the Gang Edit. 🙂

In addition to being able to edit the number fields by typing in numbers, users can gang edit all three fields simultaneously by LMB+Clicking the icon to the left of the mini-slider enabling the feature.

Gang-edit

 

INDEPENDENT - The default is i 'Independent', controls are edited independently.

COPY - The first click changes the field = 'Copy', will make whatever you type into the first field, the same in the other two fields.

PROPORTIONAL - The second click changes to ∞ (infinity) 'Proportional' where value changes are applied proportionally to all like controls.

RELATIVE - The third click changes to + 'Relative', the value change is added to all like controls. For instance if you divided the first field by /2 the other two fields would recalculate dividing by two as well.

When entering numeric values, you can use keyboard equivalents as well, such as;

'Ctrl'+'Alt'+'Enter'for Copy

'Ctrl'+'Enter' for Proportional

'Alt'+'Enter' for Relative

 

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Viewing modo601 help docs in pdf format on your iPad

Description

The modo 601 documentation has at least three times as much content as previous versions. And you'll be fascinated by some of the hidden gems you'll find there. So reading the modo docs on your iPad is a great way to kill time whilst being productive - especially when you don't have a paperback with you, or internet access. And five minutes a day discovering something new is more worthwhile than playing games 😉   

Note: MODO701 does not come with a .pdf version of the help docs  

Step-by-Step
    • In your Applications folder, right-click on the modo icon and select 'Show package contents'
    • The PDF is located in the 'Help' folder
    • Open iTunes and drag the PDF onto the books icon
    • The pdf will appear on your bookshelf once you synch your iPad
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Organic, low-poly built-in mesh presets

Description

Ever needed a low-poly bird for a background, or wanted to sculpt an organic shape like an animal or human but didn't want to start totally from scratch? Did you know modo has them built-in? They're part of the Solid Sketch menu.

The Solid Sketch tool provides a quick method for “roughing” out organic shapes. By clicking down, new nodes are created and Solid Sketch connects these dots with a smooth flowing mesh. Each node can spawn new branches to create complex shapes quickly and easily.

When you click to create a node you can immediately drag to the right and left to scale the node. Once you have released the mouse button you can use the various handles to move, scale, rotate and twist the node. Additionally, holding the Shift key and dragging on the center handle will scale on all three axes. Clicking on a node with the middle-mouse button will delete that node.

 

Note: It seems for some reason that this functionality has been removed from MODO701.  

How?
SolidSketch

Go to > Geometry > Curve Palette > Presets

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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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