Sergio knows his dealt cards on Modo, @Marco. He KNOWS. :)
BTW: I´m going pretty quick with modo. Last week I tackled Hair shading. It´s a 
blaze to see it perform on viewport.
What I definitely need an *intense course* it´s on schematic. I believe the 
whole power of Nexus is there.

Cheers.

 
David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel


On Wednesday, June 4, 2014 8:12 AM, Sergio Mucino <[email protected]> 
wrote:
 


Hey Marco. I'm curious... Where is Modo falling short for you? Cheers!

Sergio Muciño.
Sent from my iPad.

On Jun 4, 2014, at 6:12 AM, Marco Peixoto <[email protected]> wrote:


Fist thing you do in Modo is to remove the awfull (IMO) Trackball rotation... 
that and also the grid Plane they have, it might suits for Modeling but I keep 
finding it vey introsive and distracting, of course thats me that is not that 
used to Modo and im slowly trying to see if it fits my CA needs (so far it 
doesnt)
>
>
>
>
>On Tue, Jun 3, 2014 at 10:45 AM, Angus Davidson <[email protected]> 
>wrote:
>
>HI Matt
>>
>>
>>This is the type of vertex maps that Modo supports
>>
>>
>>http://docs.luxology.com/modo/801/help/pages/modotoolbox/WorkingWithVmaps.html
>>
>>
>>Quick table to summarise the link
>>
>>
>>Weight Map   Weight Strength Values stored for Falloff and Texturing purposes 
>>SubD Weight Map   Weight Strength Value influences edge creasing in 
>>SubDivision Surface geometry 
>>UV Map   UV maps translates 3D vertex positions to flat 2D coordinates 
>>Relative Morph Map   Vertex position offset, relative to the base vertex 
>>position 
>>Absolute Morph Map   Vertex position offset to specific absolute position in 
>>3D space 
>>RGB Map   Vertex Color map defined by three R, G and B color values 
>>RGBA Map   Vertex Color map defined by three R, G and B color and an 
>>additional Alpha value 
>>Pick Map   Like a Selection Set, defines groupings of vertices 
>>Vertex Normal Map   Surface Normal direction (Smoothing) values stored as 
>>fixed value 
>>Edge Pick Map   Like a Selection Set, defines groupings of edges 
>>Particle Size Map   Determines scale values for individual particles 
>>Particle Dissolve Map   Determines transparency values for indvidual 
>>particles 
>>Transform Map   Determines transform amounts for individual 
>>vertices/particles 
>>
>>
>>If you click the Gear in the top right hand corner of your view in Modo you 
>>can change the mouse rotation style.
>>
>>
>>I tend to have  trackball rotation set to no , and orbit around selection 
>>checked. (oscillate I uncheck always that’s annoying ;) )
>>
>>
>>Kind regards
>>
>>
>>Angus
>>
>>
>>From: Matt Lind <[email protected]>
>>Reply-To: "[email protected]" <[email protected]>
>>Date: Tuesday 03 June 2014 at 4:49 AM
>>To: "[email protected]" <[email protected]>
>>Subject: RE: OT: What strong features have you found in your new transition 
>>software that SI didn´t have?
>>
>>
>>
>>Well, most people on this forum submitting their thoughts on C4D, Houdini, 
>>Modo, Maya, etc… tend to review it from a film/video perspective.  Many of 
>>the bullet points are not applicable to other market segments such as games.  
>>Examples: Alembic support, 3rd party renderers, render farm accessibility, 
>>etc…   All the transition guides I’ve seen to date, regardless of source, 
>>tend to omit the lower level features leaving many of us in the dark or only 
>>give us part of the picture.  To use an analogy, if art were math class where 
>>you have to work out a long multi-page problem, a film/video artist is mostly 
>>interested in the final result and can obtain it from any means necessary 
>>including a wild guess, whereas a game artist must use the correct process to 
>>get the answer.
>> 
>>I’m interested in the lower level control over manipulating objects and 
>>organizing them in intelligent data structures (assets) to abstract them or 
>>minimize their dependency on the host application.  We need to apply metadata 
>>onto assets so our engine can read that data and know how to process the 
>>asset in the context of the game.  Often metadata is applied as userdata 
>>blobs/maps, or re-purposed vertex colors, UV properties, user normals, etc.  
>>Many DCC applications have metadata and lower level features, but not all of 
>>them expose the functionality to the end user or do so in a user friendly 
>>way.  Sometimes you have to dig into the SDK to get at them at all.  
>>Softimage, for example, have had user normals since XSI v1.5, but you had to 
>>use the SDK via script/plugin to expose the capabilities to the end user.  
>>User normals and associated tools didn’t become available in the menus until 
>>Softimage 2011.
>> 
>>I’ve taken Modo, Maya, and Houdini for brief test drives to look at very 
>>specific features and intentionally did not look in the manuals to test how 
>>intuitive their implementations were.  In the case of vertex colors, I 
>>figured it out for Maya, but it was clunky.  Houdini was more intuitive to 
>>get started, but I couldn’t determine how to make multiple vertex color 
>>properties on the same object and specify which one to paint.  Modo…never did 
>>find the vertex color tools.  Probably spent more time cursing at the screen 
>>because the camera kept rolling on its side each time I orbited/tumbled the 
>>camera.
>> 
>>Anyway, working with lower level functions is what I’m interested in 
>>regardless of DCC app being reviewed.
>> 
>> 
>>Matt
>> 
>> 
>> 
>>From:[email protected] 
>>[mailto:[email protected]] On Behalf Of Perry Harovas
>>Sent: Monday, June 02, 2014 5:04 PM
>>To: [email protected]
>>Subject: Re: OT: What strong features have you found in your new transition 
>>software that SI didn´t have?
>> 
>>It depends.
>>I haven't had enough time with it to know for sure, but if you are in need of 
>>it for
>>games (and I assume that is where your interest resides) I wouldn't know 
>>enough
>>how low level you would need to get.
>> 
>>In terms of a VFX or character animation (non real-time) use of vertex 
>>colors, normals, etc.
>>I have so far been very impressed. The viewport is very informative, updates 
>>quickly (depending on how much you have in your scene, of course).
>>Vertex colors, weightmaps, enveloping, n-gons, unfolding, mirroring, etc. 
>>have all worked far better than my experiences with Softimage so far.
>>Granted that my tests have been isolated and not yet production examples (for 
>>those specific tools). Use that to take what I say about them with
>>the appropriate grain of salt.
>> 
>>So far, things like weighting points, painting weights, controlling 
>>deformers, etc. have all been quite good.
>>There are many tools that may have no use in a game space (again, assuming 
>>that is where your interests are), but have been
>>very easy to pick up and use at high degree of control really, really 
>>quickly. 
>> 
>>It certainly isn't me being some savant with new tools, either. It just seems 
>>to make sense to my Softimage-encrusted brain.
>> 
>>Also, I have to say, the amount and quality of the free tutorials out there 
>>for C4D is a huge boon to anyone making that specific transition.
>>We have a Digital Tutors account, and they even h ave a 17 part series called 
>>"Cinema 4D for Softimage Artists"
>> 
>>http://www.digitaltutors.com/tutorial/1598-CINEMA-4D-for-Softimage-Artists
>> 
>>Which was very helpful, too.
>> 
>>Sorry I can't be more specific on the questions you asked, but if I get more 
>>time in those areas, I will happily report what I find.
>> 
>>Perry
>> 
>> 
>> 
>>On Mon, Jun 2, 2014 at 7:34 PM, Matt Lind <[email protected]> wrote:
>>How is C4D for doing lower level stuff like working with vertex colors, 
>>manipulating normals (orientation), UV editing (unfolding, mirroring, working 
>>with islands, …), controlling tessellation of polygons, etc..?
>> 
>> 
>>Matt
>> 
>> 
>> 
>> 
>> 
>>From:[email protected] 
>>[mailto:[email protected]] On Behalf Of Perry Harovas
>>Sent: Saturday, May 31, 2014 10:48 PM
>>To: [email protected]; [email protected]
>>Subject: Re: OT: What strong features have you found in your new transition 
>>software that SI didn´t have?
>> 
>>Transitioned to C4D and Houdini.
>> 
>>Mostly using C4D, surprisingly.
>> 
>>The amount of control is amazing, with really easy ways to do certain things 
>>that would be
>>much harder in Softimage.
>> 
>>The curves are better, with excellent control of booleans (even curve 
>>booleans!).
>>The dynamics are really surprising, too. You can easily animate a bunch of 
>>instances along
>>a path, and also have them collide with each other at the same time.
>> 
>>Nearly EVERYTHING is drag and drop-able.
>> 
>>The shaders are very nice, but I miss nodal shading.
>> 
>>I really think of all the packages out there, C4D is the closest to Softimage 
>>that I have seen so far.
>>It makes me sad that I have to move to another package, but every cloud has a 
>>silver lining, and
>>the silver lining is that many things I do more often than not are much 
>>easier now.
>> 
>>When they are difficult, then I can use Houdini.
>> 
>>Not perfect, but overall, being out of the grasp of Autodesk feels great no 
>>matter what.
>> 
>> 
>> 
>>On Sat, May 31, 2014 at 4:54 AM, David Saber <[email protected]> wrote:
>>I have not digged enough into Houdini yet but so far I'm blown by the 
>>operator stack equivalent: much more powerful!
>>
>>
>>
>> 
>>-- 
>>
>>
>>
>>
>>Perry Harovas
>>Animation and Visual Effects
>>
>>http://www.TheAfterImage.com
>> 
>>-25 Years Experience
>>-Member of the Visual Effects Society (VES)
>>
>>
>>
>> 
>>-- 
>>
>>
>>
>>
>>
>>Perry Harovas
>>Animation and Visual Effects
>>
>>http://www.TheAfterImage.com
>> 
>>-25 Years Experience
>>-Member of the Visual Effects Society (VES)
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