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Jipieee - modo201 has finally been released! :O)

Discussion in 'Formats & External Tools' started by taumel, May 25, 2006.

  1. taumel

    taumel

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  2. Richard_B

    Richard_B

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    ... and it now has a built in fbx exporter!

    R.
     
  3. taumel

    taumel

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    Yep, wasn't Joachim performing a single requesting visit there. ;O)
     
  4. Richard_B

    Richard_B

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    dunno :) Either way its good to have it!

    R.
     
  5. taumel

    taumel

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    Did you order the full version or are you downloading those gigs? :O)

    Hey and it comes even better as HalfLife2 Episode I has gone golden - 1st June. www.steampowered.com/

    Then there is the soccer wm in germany...

    And then...

    *break*

    :O)
     
  6. antenna-tree

    antenna-tree

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    Modo seems great, it feels like the LightWave modeler on steroids. Only did the trial though so I didn't delve that deep into it.
     
  7. Richard_B

    Richard_B

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    I have the full version of 201 and downloading all those gigs :) The download is in three parts 1) the app: 69MB 2) Clips 400MB and 3) videos 1.55GB

    It is a torrent download so very benign - if you don't have the download capacity you can download the app and wait for the vidoes on the dvd.


    Richard.
     
  8. Richard_B

    Richard_B

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    Modo is what LightWave would have become had the original creators not left.

    R.
     
  9. taumel

    taumel

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    That's what i did...hope that ups won't be too late now... :O)

    I'm just not fond of downloading 5 Gigs (2.5 Gigs for each platform) at the moment.
     
  10. Lallander

    Lallander

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    That looks amazing, to bad they don't have a demo available.

    How compatible is that with Unity?
     
  11. Rincewind

    Rincewind

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    It has built in fbx exporter, so I'd imagine very.
     
  12. Lallander

    Lallander

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    Now if only I could try it.
     
  13. Richard_B

    Richard_B

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    The fbx exporter works very well (except for one tiny thing - there seems to be a bug in that you have to flip all the normals before exporting (I have reported this to Luxology)). However it is trivial to work around as you just have to press the "F" key before exporting (or saving).

    The thing that I really like is that you can work entirely in fbx mode. That is, if you save your file as fbx (instead of "exporting") then Modo will continue to save as an fbx ie. it keeps fbx as its native file format until you do a different "Save As...". Thus you don't really have to export at all. It works the same as Maya and Cinima4D in that repsect.

    Now, we just have to wait for animation :(

    Richard.[/b]
     
  14. Lallander

    Lallander

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    Wait for animation?
    More info please.
    Does Modo not support it or does it not export properly?
     
  15. Richard_B

    Richard_B

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    Modo 201 has NO animation - it is a modeler and renderer only.

    Modo 301 will have animation - but won't be available for quite some time
    (ie a year or two type thing) - I am guessing here: - Luxology did demo animation at an Apple Event a year or two ago so I assume that is what they plan to put in the next major version of Modo

    Richard.
     
  16. Lallander

    Lallander

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    ok well that sucks, but... i was going through some rendered images on the forum and one of them at least had some sort of bone type system. I understand that it is possible to animate inside Unity itself. Would that work here?
     
  17. Richard_B

    Richard_B

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    Yes - you can do simple animation in Unity. You can keyframe translation, rotations and scales , but there is no graph editor (for adjusting ease/out type thing) nor IK etc. so I wouldn't want to do in any serious character animation using Unity, but it would work fine for blocking out mation and for simple machines.

    You could do all your modeling, texturing and shadow baking in Modo and then animate in a free package such as Blender or very cheaply with something such as Cheetah3D

    Richard.
     
  18. Lallander

    Lallander

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    Uhh Blender can't export bones or animations into Unity. Or am I gravely mistaken? And I could check into Cheetah I guess.
     
  19. Richard_B

    Richard_B

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    Ooops - sorry - haven't actaully used Blender (or Cheetah) - I was just going on their feature specs - but I do used Modo, Maya and LightWave!!

    Richard.
     
  20. Lallander

    Lallander

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    Does Modo have any kind of bone system then?
     
  21. Richard_B

    Richard_B

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    No - definitly not (yet). What you might be able to do (though I haven't tried it) is to use the animation of the example soldier supplied with Unity but replace the mesh with one created in some other package.

    Richard.
     
  22. taumel

    taumel

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    How about model in modo and animate in blender as crossplatform solution?
     
  23. Lallander

    Lallander

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    And how do we get the animation out of blender?
     
  24. socksy

    socksy

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    We wait patiently for the next release of Unity, with a Blender importer that imports more than mesh and UV information.
     
  25. Lallander

    Lallander

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    Amen to that.
     
  26. taumel

    taumel

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    The problem with non realtime rendering is that you instantly feel like thrown years back into the past. Contrary to realtime graphics were most of the stuff works just nicely, it's slow again and it's just a matter of a few parameters that minutes turn into hours... :O)