Modo 701

modo 701 Inline Help System

modo 701 has received many improvements across the board, big and small. This page documents a lot of the changes, and links to the appropriate page of the documentation so users familiar with modo can get the information they need and start working with the new features right away.


Edge Bevel- New 'Edge Shape - Square' mode makes adding holding edges for SubD cages a breeze.

Bridge Tool- Expanded functionality with new 'auto connection' and 'continuous bridge' options.

Contour Tool- Retopology booster generates section silhouettes based on slices of a surface.

Topology Pen- New 'Point' and 'Fill' modes make retopology work even faster.

Boolean commands- Boolean, Solid and Axis Drill have new controls and options.

Инструменты для Вершин/Vertex, Рёбер/Edge или Полигонов/Polygon, необходимые для создания моделей мирового уровня, готовы работать для вас так, как Вы этого захотите. В любой момент поверхность может быть преобразована:

1) в Подразделённую/Subdivision/SubD используя классические алгоритмы modo;

2) в Pixar-SubD с возможностью регулировать резкость сглаженной поверхности и уровень детализации для Лепки в режиме Мульти-Разрешения/Multi-Resolution.

Интеллектуальные Инструменты Выбора/Selection Tools предвидят с какой частью модели вы хотите работать и настраивают систему Центров Действия/Action Centers и Фаллоффов/Falloffs для работы выбранного инструмента. Функциональность Привязок /Snapping и Рабочей Плоскости/WorkPlane на столько гибкая, что позволяет большинству modo-пользователей моделировать в одном окне проекции.

modo позволяет производить точное построение геометрии, используя Привязки/Snapping её к существующей геометрии или к точкам на Рабочей Плоскости/WorkPlane. Вы также можете легко выровнять Рабочую Плоскость/WorkPlane по любому выбранному элементу геометрии — Вершине/Vertex, Ребру/Edge, Полигону/Polygon — или их множеству.

Рассмотрим самые основные инструменты Рисования/Painting в modo. Инструмент Перо/Pen, который позволяет размещать Вершины/Vertex для формирования геометрии. При рисовании в modo отображаются прозрачные направляющие, для того, что бы можно было создать прямой угол или помогает расположить Вершину/Vertex так, для того, что бы она находилась на линии созданной двумя предыдущими Вершинами/Vertex.

This is your key to unlocking the power with Luxology's greatest release yet, MODO 701.
With this training course you’ll understand how to navigate the interface, and create a projects from start to finish. MODO 701 has an amazing new interface, particle system, killer new animation tools, schematic improvements and tons of other improvements that you need to know! The MODO 701 Signature Courseware will help you learn these tools with our unique project based courseware.

You’ll see how easy it is to setup 3D models and animated scenes while incorporating new features such as Particles, Dynamics, Schematic Configurations, Topology, Volumetrics, Bones, Render Passes, Render Booleans and learn the power of deformers - and so much more.

New and Intermediate users of modo 3D will benefit from this course. There will be a section for those brand new to 3D and modo, and another section for those looking to learn just the new features. Each feature set will be presented with a project that you will do. There's no better way to learn software!

MODO's strength has always been subdivision modeling, and for the vast majority of animation and VFX studios who are using the product today, this is primarily where it sits in their pipeline. The modeling workflow is both quick and powerful. MODO achieves this by keeping the range of tools fairly simple, but allowing users to combine them to give even more flexibility. For artists who have settled comfortably into MODO's workflow, creating even complex models can be an effortless process. It’s well established that MODO is probably the best modeling tool on the market, and has been since its first release.

But users have been far slower to turn to MODO for rigging and animation, despite these features having been present in the software for some time. However, it’s only with the release of 701 that these tools have become more “integrated” and feel more mature. Like many aspects of MODO the rigging process isn't quite the same as in other 3D applications. Creating a basic skeleton is simple enough, but working with vertex weights to get a mesh to deform correctly can be a little intimidating. It’s worth persevering with, however. Former Pixar character and articulation modeler Brian Tindall has gone on the record as saying that MODO's rigging and deformation tools are the closest thing commercially available to Pixar's own in-house software. That's a reassuring fact for those wondering whether MODO has what it takes to be a serious character animation tool.

For the less technically astute, an Automatic Character Setup (ACS) kit is available. This greatly simplifies the process of rigging a biped character in MODO by providing a pre-built rig which can be dropped onto a mesh and then tweaked to fit its proportions. Unfortunately the ACS kit does not support facial rigs (yet?), but it is still a fantastic tool for those starting out who want to learn character animation without getting too deep into the rigging process.

But for those users who need the power to control, and animate, every aspect of their product visualisation for maximum pipeline efficiency, MODO 701 brings the noise.

Wait, MODO what?

Quick refresher: MODO is a 3D modelling, texturing, animation, and rendering tool that originated in the film and TV industry. Luxology, was founded circa 2001 by Brad Peebler, Allen Hastings and Stuart Ferguson, the development team previously responsible for Newtek’s Lightwave 3D in the 90s.

MODO was essentially a scratch-built rewrite of Lightwave, and early versions were ostensibly like a Lightwave-mini, albeit lighter, faster, and more cohesive.

On the animation side there are little tweaks such as updating how dynamic parenting works. This can be quite cool because you can simply drag a new gadget from an object and link it to the would-be parent. Then, when the animation is run, the original object is linked to the animation of the parent. It makes the process more visual and natural.

For additional information on downloading and using exercise files, watch our instructional video or read the instructions in the FAQ .

  • Загрузка изображений
    — Flexible Precision image FLX
    — Targa TGA
    — Windows BMP
    — Compuserve GIF
    — Radiance High Dynamic Range HDR
    — Adobe Photoshop PSD
    — EULumDat LDT
    — Radiance High Dynamic Range HDR
    — JPEG 2000 JP2
    — JPEG JPG
    — Portable Network Graphic PNG
    — Tagged image file format TIF
    — ies IES
    — OpenEXR EXR 
  • Сохранение изображений
    — Flexible Precision image FLX
    — Targa TGA
    — Windows BMP
    — Compuserve GIF
    — Radiance High Dynamic Range HDR
    — JPEG 2000 JP2
    — JPEG 2000 16 bit JP2
    — JPEG 2000 16 bit lossless JP2
    — JPEG JPG
    — Portable Network Graphic PNG
    — Portable Network Graphic 16-bit PNG
    — Adobe Photoshop PSD
    — ies IES
    — SGI RGB
    — Tagged image file format TIF
    — 16-bit TIF
    — 16-bit uncompressed TIF
    — OpenEXR Half 16-bit  EXR
    — OpenEXR Float 32-bit EXR
    — OpenEXR Tiled Half 16-bit EXR
    — OpenEXR Tiled Float 32-bit EXR
    — OpenEXR EXR
    — сохранение анимации в Quicktime .MOV
    — сохранение анимации в .WMV

Key animation features]edit[

  • Animate virtually any item's properties (geometry, camera, lights)
  • Layerable deformers
  • Morph target animation
  • Rigging with full-body Inverse kinematics
  • Dynamic parenting

Key rendering features]edit[

  • Global Illumination
  • Physical Sun and Sky
  • Displacement Rendering
  • Interactive Render Preview
  • IEEE Floating Point Accuracy
  • Subsurface scattering
  • Instance Rendering
  • Physically Based Shading Model
  • Motion Blur
  • Volumetric rendering
  • Depth of Field
  • Network Rendering
  • 3d paint toolset

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