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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.

Related Images:

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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

 

Related Images:

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
9.7/103votes
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Searching for missing texture image files on Macs

Description

When modo first opens an .lxo file it tries to look for any texture images attached to that scene. If you happen to move your scenes across different machines that have different paths set-up, modo won't always be able to automatically find your texture files. Instead, sometimes it will ask you whether you want to search for them.

Because modo stores image textures under the \Library\Application Support\Content\Assets\Images,  if you try to locate a file saved here using Spotlight, you'll get no results because that folder is restricted from being searched. Two ways to get around this...

Step-by-Step
    • Navigate to your Contents folder and then perform the search, narrowing it down by folder and file name. I actually have a link to my images folder in my Finder sidebar
    or
    • In the spotlight search bar, type in  Filename:"brick_bump.png"  
9.0/101vote
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Where do my .lpk's go?

Around the time modo 601 was launched last year, there was an update to the Asset Sharing site which took advantage of new functionality that was introduced in 601, that supported a new file format called .lpk - which is the Luxology Preset Pack.

Essentially, you go to the Asset Share page on the Luxology site and you download one or more assets which come down as an .lpk file, and all you have to do is drag and drop it into modo and the files are automatically installed and available from your preset browser.

Now, depending on where, or how you have your presets arranged on your computer - that is, either, standard - as they came when you first downloaded the supplied Content from the Luxology site, or, in some other configuration. For instance, I created extra folder categories in addition to the standard directories, which of course would not be recognised). By changing a setting in your Luxology Account Preferences, you have the option of either downloading the share assets to their individual standard folders/directories, or, you can have them installed to the root directory of your assets, and from there you can move them yourself to wherever you want them to be permanently stored.

Luxology Account Preferences

.lpk is just a .zip file

A third option might be to extract the files to some other location. The .lpk file format is actually just a .zip format - that is, you can edit the file extension from .lpk to .zip and then extract the files using your regular WinZip or other file compression utility application.

Download Cart

And in case you didn't realise, you don't have to download assets from the share site individually. You can also choose to select up to 20 Megabytes worth of assets and add them to your Download Cart, and then when you're ready, you can download them all as one big .lpk file, which, as explained above, all you need to do is drag it onto modo, and all the files contained within will be automatically saved into their own respective category folders.

9.3/103votes
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Textures on replicated items not appearing?

Description

Have you ever replicated an item only to find that its textures didn't copy across?

Step-by-Step
    • Select the texture group in the Shader Tree
    • Under Texture Layers > Group > Item, make sure it is set to All
Source http://forums.luxology.com/discussion/topic.aspx?id=61680
Author  Wayne B
9.5/104votes
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Fine-tuning your color picking

Color Picker

Now most modo users would already know there are various ways you can select colors, such as dragging left or right in the color field to adjust the colour, or by typing in a specific RGB value, or by clicking in the field and bringing up the colour wheel where you can type in a color using hexadecimal values or simply eyeball a color by simply clicking inside the wheel.

But what's unique is if you just click and drag inside the color field whilst holding down Shift, Ctrl or Alt you can move around the colour wheel and fine tune your colours.

  • Shift - click and drag - cycles through Hues
  • Ctrl - click and drag - adjusts Values
  • Alt - click and drag - adjusts Saturation

Color Picker
9.7/103votes
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