Actually Eric i asked a little while back on the modo forum, the best place
for modo c++ related help and information, turns out there is a Skype
channel

modo Community SDK Developers Channel.

it is possible to get an invite by posting on the modo foundry forum :)


On 15 July 2014 17:59, Rob Wuijster <r...@casema.nl> wrote:

>  Regarding Modo, found this site:
>
> http://www.sabertoothproductions.com/late-night-animator-blog/2014/6/3/welcome-to-the-late-night-animator-blog
>
> The river-eco system is very nice :-)
>
>
> Rob
>
> \/-------------\/----------------\/
>
> On 15-7-2014 18:32, Serch Mucino wrote:
>
>  Modo has the nicest schematic view I've had the pleasure of using, after
> ICE. It still needs some work (it lacks any form of layout and management
> tools), but I believe this will change soon.
>  Modo's schematic is based on "workspaces". These are basically viewports
> that provide a view into a part of the scene. You can drag anything you
> need into them, and see only relevant nodes for whatever you're working on.
> You can have as many workspaces as you need. You can graph node
> relationships, shaders, particle simulations, dynamic simulations, etc.
> Modo still lacks a bit in support for certain types of nodes (not much
> available in the matrix department), and there is no exposure yet for mesh
> data, but as soon as that is supported, you'll be able to do a lot of
> what's available in ICE. I can already do everything that I could do with
> ICE kinematics (considering the limitations... like no matrix math nodes),
> which is a lot. I've actually been replicating some of ICE's compounds as
> Assemblies in Modo (Modo's term for a compound),
>  I have a bunch of videos I've been doing in the past few months, and in a
> lot of them, I use the schematic view. So, if you're curious, you can check
> some more here...
>
> https://vimeo.com/maxtd/videos
>
>  ----
> Sergio Mucino
>
>
>
> On Tue, Jul 15, 2014 at 12:18 PM, Angus Davidson <
> angus.david...@wits.ac.za> wrote:
>
>>  For those folks who haven’t seen them in action  you can have a look at
>> the videos at
>>
>>  http://www.thefoundry.co.uk/products/modo/latest-version/
>>
>>  Its like a great playpen. If you want to can drag what your interested
>> into the workspace and just start exploring,
>>
>>  To me it makes me want to use them , rather then trying to avoid it.
>>
>>
>>
>>   From: Sebastien Sterling <sebastien.sterl...@gmail.com>
>> Reply-To: "softimage@listproc.autodesk.com" <
>> softimage@listproc.autodesk.com>
>> Date: Tuesday 15 July 2014 at 5:52 PM
>> To: "softimage@listproc.autodesk.com" <softimage@listproc.autodesk.com>
>> Subject: Re: Maya 2015 Node Editor
>>
>>   Really Angus ? do tell of these Modo nodes :)
>>
>>
>> On 15 July 2014 16:47, Angus Davidson <angus.david...@wits.ac.za> wrote:
>>
>>> I don靖 think that is a solution at all. Ice has a workflow and the ice
>>> node editor compliments it very well. It doesn靖 mean its the right thing
>>> for the maya Node editor though. The main issue in Maya is actually
>>> defining what it is would be useful for people to be spending their time
>>> doing in a new Node editor 2.0
>>>
>>> That been said , working in Modo零 nodes are a absolute joy ;)
>>>
>>>
>>>
>>> On 2014/07/15, 5:29 PM, "Gerbrand Nel" <nagv...@gmail.com> wrote:
>>>
>>> >well, you could make it work like ice :P
>>> >On 2014/07/15 05:07 PM, Luc-Eric Rousseau wrote:
>>> >> Define "make it better"?
>>> >>
>>> >> On Tue, Jul 15, 2014 at 10:31 AM, Eric Mootz <e...@mootzoid.com>
>>> wrote:
>>> >>> Thanks, guys.
>>> >>> I had already used the node editor in Maya 2014 and yes, it is far
>>> >>>better
>>> >>> than the hypergraph, but still... it's not good at all. Had hoped
>>> that
>>> >>>they
>>> >>> would make that better, but no.
>>> >>>
>>> >
>>>
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