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 COLOR BAR: Menus

When you have to deal with multiple items in a scene, Color tagging might help a lot.

3 solution reminds to you:

  • Color Bar – Cycle:
  • Color Bar – By Type:
  • Color Bar – By Color:

SMO_COLOR_BAR_Cycle

CB – Cycle is the easiest way is to cycle along a set of predefined presets via the Cycle button. The only limitation in this function is that it works on one item at a time.


SMO_COLOR_BAR_ByType

CB – By type is probably the best balance between available function and UI space.


CB – By Color:

SMO_COLOR_BAR_ByColor

SMO_COLOR_BAR_FloatType

The « By Color » Bar deliver all the different Drawing Mode through Drop-Down menu (like the one on the left). This is a long  horizontal bar than can fit the top viewport or a schematic workflow.

 

 

COLOR_NONE_WFOn both Right and Left side you can have access to Floating Individual menus that are Vertical and Horizontal and that are limited to a specific drawing Mode, that allow customized Drawing presets for Item List, Wireframe , Fill and all 3.


COLOR_DRAW_OFF

This button let you Delete the custom Drawings of items that have a specific viewport display.

 

 

SMO COLOR BAR: Cycle function

When you have to deal with multiple items in a scene, Color tagging might help a lot.

The easiest way is to cycle along a set of predefined presets via the Cycle button. The only limitation in this function is that it works on one item at a time.

COLOR_CYCLE_ITThe Cycle IT button is rolling the Item Color preset on the current selected item in the item list only.COLOR_CYCLE_DRAW_W The Cycle W button is rolling the Item Color preset on the current selected item in the item list as well as in the viewport.COLOR_CYCLE_DRAW_FThe Cycle F button is rolling the Item Color preset on the current selected item in the item list as well as in the viewport.COLOR_CYCLE_DRAW_WFThe Cycle W & F button is rolling the Item Color preset in the item list as well as in the viewport in with a custom wireframe and fill color.

 

MODO | Scripting in Python – Tips #01

If you dare counting Vertex, Edge and Polygons selected in current Mesh Layers, use this method.

it count all the selected element on multiple Meshlayer as well as on a single one.

Thanks to Matt Cox for is tips shared on the Foundry Forums.

selSvc = lx.service.Selection ()

SelVertexCount = selSvc.Count (selSvc.LookupType (lx.symbol.sSELTYP_VERTEX))

lx.out(‘In Selected items, Vertex count selected:’,SelVertexCount)

SelEdgeCount = selSvc.Count (selSvc.LookupType (lx.symbol.sSELTYP_EDGE))

lx.out(‘In Selected items, Edge count selected:’,SelEdgeCount)

SelPolyCount = selSvc.Count (selSvc.LookupType (lx.symbol.sSELTYP_POLYGON))

lx.out(‘In Selected items, Polygon count selected:’,SelPolyCount)

SMO PHOTO STRAIGHTEN – WIP

Hi everyone,

What do you think of this new tool (assembly) that lets you Straighten a Source Photograph using curves as guide ?

SMO_Photo_Straighten

As it use curve, you can do this on shape that had really strong curvature.

Much better than Perspective Warp in Photoshop, as the line are well….Curves

SMO_Photo_Straighten4

With a Ratio Preservation or Evenly Spaced.

Best regards, Franck.

AR MR – Mechanical Engineering

AR / MR project using Hololens and Mobile done on the last 2 Weeks.

Model built from scratch in Modo, UVpacked in RizomUV, Pixaflux normal map Bake, textured in Substance Designer and Painter, integrated in Unity.

Animation of build up process will be show off in MR or AR device.

Wireframe in Modo and Color ID in Modo:

3 UV maps done in both Modo and RizomUV.

(3 Maps: 4K, 2 K, 1K )

 

SWHighTech – Industrial Robotic Arm for AR App

Recently done a quick Industrial model for use in an AR Maintenance Learning App
Pixaflux rounded Edge Baking was really nice to use on this one.

Screenshot_3

Used MODO / Pixaflux / Marmoset / SubstancePainter during the production.

 

Screenshot_2Screenshot_1Screenshot_4

Protégé : WIP – D R O N E

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