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VERTEX MAPS

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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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Making your own tileable textures

Description

Making your own unique tileable textures is not all that difficult or time consuming and you don't even need to go out to photoshop. In fact, it can all be done within modo using the paint tools, and you can do it in less than 5 minutes!

Assumptions

That you are already familiar with modo's UV mapping and painting tools. (But if not, and you have any questions, please leave a comment below)

Step-by-Step
    • Create a flat plane 3 x 3
    • Create a new UV map using Barycentric projection  UV > UV Projection Tool > Barycentric 
    • Switch to the Paint tab
    • Create a blank texture  > Texture > Add blank colour texture 
    • Start painting your design. No matter what pattern you create it will be tillable!
    • Remember to save your image out > File > Save Image
Barycentric projection
Author Yazan Malkosh
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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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