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Author: Debi

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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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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      Related Images:

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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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