modology.fr
Si vous aviez des problèmes avec la caméra suite a la mise à jour SP2, ce correctif résout le problème. modo passe donc à la build 33252. Si vous ne savez de quel version vous disposez, vous pouvez aller dans le menu About modo ou tout simplement aller dans "Help > Check for updates" et voir si la mise a niveaux vous est proposé.
Revue du tutoriel vidéo "modo 401 Spotlight Video" en Français par Triphon revue-turoriel-modo401-spotlight-abeille

Andy Brown nous propose dans ce tutorial de modéliser, de texturer et d'animer une abeille et nous fait découvrir à l'occasion toutes les nouveautés présentes dans la version 401 de Modo.

401Spotlight_Video01.mov

Durée: 55 minutes. File Size: 193 MB revue-turoriel-modo401-spotlight-abeille-vid1 Le début de ce tutorial est consacré à l'interface et notamment aux backdrop item dont nous allons nous servir par la suite. Vient ensuite la partie modeling de l'abdomen de la bestiole. Andy nous montre comment modéliser l'abdomen de l'abeille en commençant par créer une d'esquisse 3D de la forme obtenue avec des primitives sculptées. Il utilise ensuite la quasi totalité des nouveaux outils de modélisation présents dans la version 401 pour re-créer très rapidement une topologie 3D plus propre par dessus la forme précédente en se servant de le contrainte d'arrière plan "background constraint". Sacré progrès et gain de temps qu'apporte la version 401 avec cette fonctionalité. Fichiers inclus: 1_Bee_Video1_Reference.lxo 2_Bee_Video1_Tools.lxo 3_Bee_Video1_Sculpting.lxo 4_Bee_Video1_ReTopology.lxo 5_Bee_Video1_Finalmodel.lxo Et images.

401Spotlight_Video02.mov

Durée: 53 minutes. File Size: 173 MB revue-turoriel-modo401-spotlight-abeille-vid2 Le seconde partie de ce tutorial est consacrée au paramétrage des différents éléments de l'abeille destinés à être animés. Pour cela Andy va utiliser et passer en revue tous les outils d'animation présents dans Modo 401: chanel, morphmap , weight map, IK, etc… C'est complet, parfois très technique pour un débutant mais le sujet est ardu. Andy aborde la seconde partie de ce chapitre en décortiquant en profondeur la partie "chanel" de l'animation.Il nous explique comment créer des controleurs qui vont permettre de controler le mouvement des ailes et leur fréquence de battement. La suite est consacrée à l'animation des éléments composant le corps de l'abeille (addomen et pattes), Andy nous montre comment animer l'insecte en utilisant soit des morph map pour les ailes soit des weight maps associées aux falloff pour l'abdomen. Il termine par l'utilisation de la cinématique inverse pour animer les pattes. Tout est quasiment passé en revue, il n'y a rien à redire. Cette seconde partie est passionnante et justifie à elle seule l'achat de ce tutorial. Fichiers inclus: 1_Bee_Video2_Items.lxo 2_Bee_Video2_Channels.lxo 3_Bee_Video2_Deformers.lxo 4_Bee_Video2_constraints.lxo 5_Bee_Video2_IK.lxo 6_Bee_Video2_DynamicP.lxo 7_Bee_Video2_Animation.lxo Et images.

401Spotlight_Video03.mov

Durée: 1 hour 2 minutes. File Size: 225 MB revue-turoriel-modo401-spotlight-abeille-vid3 Une première partie pour les débutants consacrée à la camera et ses modes de navigation. une seconde partie consacrée à l'outil réplicator combiné au suface générator suivi d'un petit paramétrage du "depht of field". On regrette au passage qu'Andy n'en dise pas plus sur la mise au point interactive par click dans la preview. Un oubli sans doute… Passons ensuite au texturage de la bestiole. Là c'est "tout ce que vous avez toujours voulu savoir sur le texturage sans jamais oser le demander". Andy nous détaille tout, du dépliage par UV au Shadertree en passant par le Paint. Rien de bien nouveau pour un utilisateur confirmé mais un cours complet de texturage pour un utilisateur débutant. On apprend quand même au passage quelques astuces . Qu'est-ce qu'il maîtrise son sujet le Andy !! Il finit par un topo complet sur les "hair tools" associés au shader fur, tout ça bien sur controlé par des maps de densité et de longueur avec une pointe de gradient au passage. C'est très technique mais bien foutu et assez complet. Si apres ça vous ne savez pas faire de la fourrure… Fichiers inclus: 1_Bee_Video3_Start.lxo 2_Bee_Video3_Scene_Items.lxo 3_Bee_Video3_Shader_Tree.lxo 4_Bee_Video3_Material_Background.lxo 5_Bee_Video3_Material_Eyes.lxo 6_Bee_Video3_Material_Wings.lxo 7_Bee_Video3_Material_Body.lxo 8_Bee_Video3_Material_Fur.lxo 9_Bee_Video3_Outputs.lxo 10_Bee_Video3_Final.lxo Ainsi que les images et le rendu final.

Conclusion :

les points forts : un tutorial hyper complet sur tout les nouvelles fonctionalités de la version 401 de Modo. Une explication très en profondeur des outils d'animation qui vous donnera plus que de solides bases pour animer n'importe quelle forme organique. Les points faibles : Des passages assez ennuyeux pour les utilisateurs confirmés (interface, Backdrop item, et camera). Un tutorial assez peu accessible aux débutants dans sa partie modélisation. Des temps de calculs extrêmement longs pour l'image finale (je vous conseille de désactiver le "depht of field" et le "motion blur" qui plombent les temps calcul même sur une machine musclée). En bref: Un tutorial classé "tous niveaux" où les débutants risquent de ne pas trouver leur comtpe dans le chapitre consacré à la modélisation et où les utilisateurs confirmés risquent se s'endormir un peu sur les passages destinés aux débutants. Il en demeure tout de même que ce tutorial est remarquable par son contenu et par la qualité des explications d'Andy Brown. Il vous fera faire un tour complet sur la quasi totalité des nouveautés de la version 401 de Modo ainsi que bien d'autres fonctions disponibles dans les précédentes versions. A noter le chapitre 2 consacré à l'animation qui justifie à lui tout seul le faible investissement de 16 euros que voue devrez faire pour obtenir ce tutoriel. Alors pourquoi se priver…

Tarifs : $25.00

Inclus: 3 videos séparées et les fichiers créés dans la vidéo. Niveaux: Tous niveaux Logiciel(s) requis: modo 401 sp2 Durée total: 2 heures, 52 min Acheter le tutoriel "modo 401 Spotlight Video" sur le site de Luxology.com
logo-modo-blancHier, le 6 octobre 2009, Luxology LLC a mis à jour modo 401 avec l'arrivé d'un SP2 (version 32834). Si vous êtes intéressé par la liste complète des changements et correctifs (en anglais). Selon Brad, "il y a beaucoup d'amour dans ce code", n'hésitez pas donc a nous dire ce que vous en pensez sur le forum ou dans les commentaires ! Voici la liste des correctifs sauvegardé pour la posterité : Added: DDE command support on the Windows opreating system. Added: Mouse wheel zooming in Preview using ortho camera projection. Added: Support for inline renaming in the vertex maps list. Added: Some user names for channels. Made many SDK and wrapper changes for COLLADA file support. Enhanced: Many parts of the SDK utility wrappers. Improved: Solid Sketch node scaling as it was hard to edit when the user zoomed into the handles. Fixed: Crash with uv.pack command when multiple meshes with the same uv map were selected and some UV islands were hidden. Fixed: Potential crash with close loop selection in symmetry mode. Fixed: Backtick (accent-grave) key assignment on UK keymaps. Fixed: Bad box and cubic projection on transformed texture locators. Fixed: Bad specular highlights were seen on deforming hairs. Fixed: Broken 'o' popover in 3D view. Fixed: Crash during limited region stereoscopic renders. Fixed: Error messages on disabled commands with variable arg datatypes. Fixed: Focal length, film size, and focus distance now act in world coordinates even with a scaled camera. Fixed: Artifacts on Fur when hair shader and conserve energy are used at the same time when rendering. Fixed: OSX crash saving PSD file format. Fixed: Painting directly on a surface without selecting the texture. Fixed: Problem with unchanged state of newly opened scenes. Fixed: Random crash in clip list. Fixed: Random deadlock. Fixed: Smooth Shift tool did not create a partition polygon at the bridge of the keyhole polygon. Fixed: Restored layer controls back to the Material Transform which were accidentally removed in modo 401. Fixed: Component context menus in 3D views. Fixed: Highlighting in Groups viewport. Fixed: Renaming uv textures no longer deselects them. Fixed: Preset brush Stamp mode did not display with ctrl-invert. Fixed: Poly bevel uv bug where uv inset was backwards on flipped UVs. Fixed: Various issues with localization. Fixed: Changing light type on light instances previously dropped position, rotation and scale. Fixed: Problem where creating items with the item.create command would break the command when you fired it a second time. Fixed: Several errors in the graph and gradient editors relating to creation of key frames and general display. Fixed: Drag and drop between scenes was changing item order. Fixed: Crash when undoing changes made to an instanced item. Fixed: Remove Item From Group option which was not functioning properly. Fixed: Instancing an item (or hierarchy). This did not respect item display size of source items, and was setting them to the default setting instead. Fixed: Horizontal scroll bar along the bottom edge of the Preferences panel group list. It was set with an incorrect range, including an inordinate amount of empty space to the right of the widest Preferences panel group title. Fixed: Group locator labels remained visible when the locator in question was hidden. Fixed: Solid Sketch did not respect "Background Snap". Fixed: You could not remove a channel from a group unless the group itself was selected. Fixed: Potential problem with particle ID as gradient input parameter for Fur materials. Fixed: Camera navigation inside Preview window did not work properly with keyframes. Fixed: Group scope problem with OpenGL Fur drawing. Fixed: Creating a new Group with "New Group" in the Groups tab after selecting meshes to include in it did not include the meshes. The selection was dropped. Fixed: Drawing error in Groups viewport that caused certain items to shift to the right a few pixels. Fixed: Dragging an item into specific areas of the Group viewport could result in a no-op. Fixed: Error rendering curves that were deformed by weight maps or morphs. Fixed: When animating visibility of objects (visible: yes/no), Preview render did not update animated visibility. Fixed: Inconsistent behavior from the Pen tool after cycling between the various modes and then restarting the tool. Fixed: "Selected Items" mode in Preview nowd properly accounts for replicators. Fixed: Various artifacts with Fur related to image maps and/or conserve energy with the hair shader. Fixed: Dragging shader layers from group reversed their order in the tree. Fixed: Using the Reduction tool twice in a row could crash with certain files. Fixed: Order of shaders added to Shader Tree via preset meshes. This corrects the behavior of the Shadow Catcher preset. Fixed: attr.createMsgTables commands generated duplicate incorrect key variables. Fixed: Total remaining render time did not include stereo. Fixed: Drag and drop of a preset on a surface while in item mode put that preset on top of the shader tree. Fixed: Using user.toggle in a keyboard shortcut caused 'Not Implemented' Error. Fixed: Problem resolved with diffuse shading values when multiple material groups were blended together. Fixed: The Graph Editor displayed nonsensical values for the Scene > Up Axis channel, with the vertical axis label "ERROR" interspersed with the axis label "X". Fixed: The Items list did not highlight the selected scene item, making it rather confusing as to what is actually selected. Fixed: If a weight map was renamed while a weight map deformer was linked to it, the deformer could not be reassigned to a different map. Fixed: Increasing anti-aliasing could cause Irradiance Cache artifacts. Fixed: Trying to drive the Opacity channels for a Matrix Channel Effect (Output Options) had no effect. Fixed: Unshadowed diffuse shading output not working in Preview. Fixed: Sculpt jitter drew crazy jitterish lines. Fixed: There was no way to create a photometric light using commands without a system file dialog. Fixed: Duplicated mesh UV name changes propogated to the original. Fixed: Hauling for the Jitter tool had a fixed scale, so trying to apply it on small objects was problematic. Fixed: Purging unused materials did not get rid of .psd files. Fixed: The Freeze command with text polygons made modo crash after changing the curve display level. Fixed: Element action center is now more accurate in the tool positioning. Fixed: Changing the fill color of a selected Group would also affect the current selected item, even if it was not in the Group. Fixed: Sculpt offset was wrong on scaled items. Fixed: Under certain circumstances using the Drag Weld tool could select all polygons not directly affected by the operation. Fixed: Significant performance problem with lasso selecting all polygons in a mesh item. Fixed: Camera navigation could become very difficult after zooming in large scenes. Fixed: Trying to move a key on the Dope track, with the tool active, could generate a "Frame: Command is disabled error" and would delete the key you were trying to move. Fixed: Problem deselecting discontinuous vertices in UV view. Fixed: If the user undoes adding a user channel while the channel links viewport is up, modo would not remove the user channel from the list, and would crash if the user clicked on it. Fixed: Dotted artifacts aligned with render buckets when using Fur. Fixed: Hair guides flicker from frame to frame. Fixed: Trying to clone too many items caused a crash. Fixed: modo would stop responding after trying to do detach command on Ctrl 3 popup dialog. Fixed: Backdrop Item - Transparency amount lost when replacing image. Fixed: Viewport restore with a bad extra argument would crash modo. Fixed: Duplicating textures set to Front Projection would lose the projection camera setting. Fixed: Creating a .PSD image for painting would crash modo. Fixed: SDK- SceneService_AddPostTransformItem re-orders post transforms. Fixed: SDK- The 'name' passed to MeshMorphSetPrimary() is NULL, crashes because MeshVInst_SetMorph() dereferences a NULL returned by VMapVirtualData(): Fixed: Problem when scaling a mesh item after moving it's pivot location. Fixed: SDK- No hints for LXsICHAN_SCENE_TIMESYS and LXsICHAN_SCENE_UPAXIS Fixed: modo could crash after a mesh preset had been saved. Fixed: Using Image ink on uv layout could crash modo. Fixed: Solid Sketch rotation rings now work properly. Fixed: Handles were being dropped from uv view when rotating the perspective of another viewport. Fixed: Problem solved with Hair Guide collision while using Hair tools. Fixed: Problem with inline editing of item names. Fixed: Crash caused by two points bezier polygons. Fixed: The scene XYZ up-axis control was missing. Fixed: Crash condition with BG constraint and Geometry constraint. Fixed: Random crash with edge pre-hilighting. Fixed: Transform handles needed to be moved before their channels are highlighted for keying Fixed: In a particular scene if you tried to dynamically parent specific items it produced odd behavior. Fixed: Problem with pan and zoom navigation on timeline using standard navigation controls. Fixed: Freezing negative-scaled items flipped the polygons. Fixed: Clicking the Scene Start value arrow crashed when the frame rate was zero. Fixed: Repeatable crash in the form editor if you created a custom form, added it to the head or tail of an existing form, saved it, then deleted the working form in the editor. Fixed: Loading layered PSD as a Scene file would crash modo Fixed: Render region no longer continued on top of previous render Fixed: mask.setPTag query crashed. Fixed: Item Label did not support 2 bytes string. Changed: Default for clamp colors is now "on". Fixed: SDK- Potential crash when calling methods in scene service. Fixed: Channel Hauling tool was not localizable. Fixed: Save command in the Images tab and at the bottom of the painting window did not function with psd files. Fixed: Two random crashes. Fixed: OpenGL update when toggling mask enable state. Fixed: Crash on bad arg to item.channel. Fixed: Rare edge bevel crash. Fixed: Bug in Relax tool Fixed: Bug in independent draw styles.
D9_still_01Les outils de modélisation robustes et puissants de modo ont joué un rôle essentiel pour des artistes d'effets visuels basé à Vancouver, B.C. de www.theembassyvfx.com pendant qu'ils développaient les aliens, pour le long-métrage acclamé par la critique, District 9. Le drame qui parle de ségrégation version extra terrestre, produit par Peter Jackson et dirigé par Neill Blomkamp (Sony Pictures) sortie le 14 août. Pendant qu'ils travaillaient sur un vaisseau spatial délabré, des extra terrestres adeptes de nourriture pour chien, à un lance-missiles et à un exo-costume pour le film, les artistes des effets visuels Simon van de Lagemaat, Paul Copeland et le reste de l'équipe ont profité pleinement des uvs avancé dans modo, du mode peinture 3d, et de l'éditeurs de textures. Certaines tâches constitaient a travailler à partir de modèles déjà créé par WETA Digital, et d'autres de recréer tout depuis zéro. (a traduire et corriger) “We used modo for doing UV setup for our work on District 9 because it has great UV tools that are really fast,” says Copeland. “In fact, we even used it for organizing UVs that had already been done because the tools are so intuitive.” One of the more complex modeling tasks was modeling an alien drop ship that was buried in the sand since it involved extensive mechanical modeling and edge detailing. “modo is a very good mechanical modeler,” says van de Lagemaat. “It’s just easier in modo than in other applications. Plus, it has a lot of really good tools for modifying what you have, which helped a great deal as the ship went through various revisions.” Among the other modeling projects completed in modo was the creation of a base mesh for the alien pet, which is featured in cockfighting scenes. Designers began with a scan of a physical sculpture of the character and created a displacement map that was put onto a cage made in modo. They then used modo’s 3D paint tools to apply colors for baking in 3D. “Being able to do 3D painting right in the modeling application is a very useful feature in modo,” says Copeland. “You can use it for final coloration or for just throwing down basic colors to figure things out.” modo’s versatility was invaluable in doing look development for the exo-suit featured in the film's climactic final sequence. “Because modo’s renderer is so fast, we could quickly set up shaders and occlusion maps,” says van de Lagemaat. “This was very helpful in simulating the dusty conditions on various parts of the exo-suit. We built some simple shaders and test-rendered it before moving it over to Autodesk Softimage XSI. It’s great to go into the shading and rendering phase with a good idea of what something’s going to look like.” As The Embassy’s main modeling application, modo integrates seamlessly into a pipeline that includes Autodesk Softimage XSI, mental images mental ray, Pixologic ZBrush and Apple Shake. For District 9, the artists used LWOs to go back and forth between applications. No matter what changes were done further down in the pipeline, all the modeling, texturing and look development work done in modo remained intact because of modo’s consistent stability. “I like to describe modo as a stream-of-consciousness application,” says van de Lagemaat. “You just work fast and you don’t have to stop and read the manual. You click on a tool and everything’s just right there.” [gallery link="file" columns="3" orderby="title"] La société The Embassy VFX Le film District 9 de Neill Blomkamp (Sud Africain)