MODO | SMO GAME CONTENT Kit for Modo 12.X – Beta 1.30

Hi everyone.

SMO GAME CONTENT Kit  is Out.

This kit focus on creating Kitbash of assets and Game Content development for Unity.
(UE4 preset are currently in dev).

I want to point out also that it could help a lot your production on other stuff than Game Content.

  • ArchViz (it can help you to build large library of Assets as Mesh Presets)
  • Product Design (for creating variration of the MeshFusion or morphed animation)

I’ve built it up over years of daily work in Modo, to speedup my workflow as well as avoiding any issue when dealing with new release of Modo.

As always, nothing could be done without the support of all the community over the years. I want to thanks again, William V, Seneca M, Cristobal V, Adam O’H , Mario B, Yazan M, Richard Y, Ymmanuel F, James O’H and every other Kit Developers that have empowered Modo along the way. It is an inspiration for everyone.

For a short period of time and as it is still a Beta,the price tag will be at 15 $ till 4st April 2019,
then i will grow it up to is standard price at 20$.

The Main Animated MeshOp Exporter as FBX or LXL is at least Gold Ingot, but there is so much more in the Kit.

As usual, i’ll release it as a Beta, starting from release 1.30. I’m currently cleaning, adjusting and converting or removing scripts, depending on the interest of users as well as their perspicacity for this Master Kit. It’s the biggest kit for me in terms of content. It’s far more easy for me to do Meshops preset for sure, but the challenge worth it i think for the pleasure of everyone here.

For all updated information please have a look in this thread and contact me on Twitter or on the Foundry Slack server or on Foundry Forums  :  

Best regards, Franck.

 

It comes 3 different Key Topic in mind.

1: Improving the Procedural MeshOps integration to your pipeline.
Having the opportunity to speed up Asset modeling iteration via Procedural workflow can be really powerful, and give you more time and flexibility.

2: Understanding how Modo works, in order to tame it easily.
It include bunch of commented Fragmented Config file that will help you understand how Preference / Keymap / and UI works in Modo.

3: Improving Workflow via Pie Menus, Macro and Scripts.
A Master pie and a set of other sub Pie in it. All Key mapped, with loads of Script and Macro to speed up everything you may need during Assets Development
les and for LXL Mesh Preset files.

 

Update Log:
2019/03/15 – Beta 1.35 – Compatibility Improved
Test passed on Modo 12.0v1, 12.1v2, 12.2v2 and 13.0 RC0

2019/03/14 – Update: Installation walk through video

SMO GAME CONTENT Kit – 3rd – Improving Workflow.

Improving Workflow via Pie Menus, Macro and Scripts.

Master Pie Menu to get the most accessed command. Click on This link to view it at full size.

Main_ToolPie

  • Centers
  • Direct Boolean operation
  • Meshops
  • Direct Modeling Scripts to cleanup Edge and Elements
  • Poly Selection Scripts
  • Viewport Display Options
  • Shadow Catcher on Demand

The Main Pie Menu have a bunch of hotkey to call them directly.

Lire la suite

SMO GAME CONTENT Kit – 2nd – Understanding how Modo works under the hood.

Understanding how Modo works, in order to tame it easily.

A bunch of multiple Externalized Config file with comments and stuff to modify it, to your own Needs:

  • Preferences
  • Keymap
  • Keymap for GamePad (Belkin Nostromo N52)
  • Viewport Color Scheme
  • Color IO Management
  • FBX Presets (for all your exports to Substance / Unity / Zbrush and so on)
  • 2 Customized Layouts for your 2nd Monitor (Modeling and UV Advanced Tools)
  • Pref Example for Network Rendering
  • Tools Properties Keymap

Lire la suite

SMO GAME CONTENT Kit – 1st – MeshOps Workflow for All.

Improving the Procedural MeshOps integration to your pipeline.

One big part of the key features in the kit is in the Meshop part of it, that is filled up with a bunch of scripts to help you work faster on an iterative process.

It lets you build kitbash of meshes as FBX or MeshPreset as LXL file, like in this video.

It also lets you load every FBX Data to show those Meshes as Inline or 2D or 3D Array that you can then renders as Asset library board.

https://youtu.be/p7dOpS9lEzw 


It includes Vertex Normals set, MikkTangentSpace map, UVs and Materials, it preserve the smoothness to have an issue free pipeline.

For instance:
It took me just 3 different MeshOp Rig scene to create this set of about 300 types of Prefabs. The maximum load in Modo was at about 11 Gb Memory load when i’ve exported the biggest rig along 180 Frames.

Lire la suite

SMOLUCK Kit – Spring Cleanup.

You will be pleased to see that i’m currently updating my kits to clean them up, and put them in a better location under a Group in the Form Editor.

Now you will have a better access to those, and it will let you enable or disable any commands with the little Checkbox.

CleanUpFormEditor_Groups

Remember the oldies:

Mum: « Hey Baby, did you’ve clean it up ? »
Me: « Yes, room cleaned »

Fan boys Mode ON: Slack Modo theme.

For those who always wanted to get a better contrast and comfort when reading the slack channel of Foundry, you’ve probably wanted to get a Dark Mode. So here are the steps to follow.

darkmodeslack

First of all follow the video below. and take a moment to copy the code right here.

this is the Hexadecimal color chain for the Sidebar color preference.

#484848,#949ca4,#f49c1c,#FFFFFF,#3e3e3e,#FFFFFF,#2BAC76,#CD2553

Now that we’ve changed the main color theme, we need to edit a JavaScript , because well Slack doesn’t offer right in the bat solution for a dark mode.

  • 1. Open your installation folder of Slack:
    (located under C:\Users\___YOUR_NAME___\AppData\Local\slack )
  • 2. Then search for that File: ssb-interop.js
  • 3. Edit it with Notepad++ or any Text editing software.
  • 4. Now add that code bellow to the end of the that file.
  • 5. Close Slack (don’t forget to close it totally by Quitting the app in lower right side of your Taskbar.
  • 6. Restart slack.
    enjoy

For their Awesome blog post thanks a lot to siecledigital.fr

Good job.

DyneRR Update 1.72

DyneRR Update 1.72

  • Fixed the Aspect ratio bug if you were using a ratio of 1.5 for the render  (1920 x 1280 pix). So now you can use any resolution you want.
  • Fixed a Bug in the Render Margin that was not updating the RenderRegion in Vertical values.
  • Discounted by 20% here
  • New tutorial in FullHD here: