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

Cet article est protégé par un mot de passe. Pour le lire, veuillez saisir votre mot de passe ci-dessous :

Saisissez votre mot de passe pour accéder aux commentaires. Publié dans Uncategorized