I agree. I can’t speak for C4D but Modo in my mind has only become a full DCC 
this last version. (Some would say 701 but I tend to think 801). So yes a lot 
of kinks to work out.

Was chatting to Martin Mayer recently at TheFoundry User group in Johannesburg 
(He was there as as a Modo Specialist) and he said that performance is pretty 
much their major priority going forward. So theFoundry is definitely aware of 
the issues. One big tip that I didn’t know before that meeting is that if your 
not animating a mesh in the scene, load it up as a static mesh. (my incoming 
meshes are alembic) It provides a massive performance boost. Was running a 9 
million polygon environment and still animating a character 800K polygons and 
it was not giving any issues at all.

Between Fabric and Modo (and if hopefully I sacrifice enough goats splice in 
Modo) I am very happy going forward, However If I run out of goats a 
Modo/Houdini pipeline works well as they are fairly complimentary.


From: Jason S <[email protected]<mailto:[email protected]>>
Reply-To: 
"[email protected]<mailto:[email protected]>" 
<[email protected]<mailto:[email protected]>>
Date: Friday 22 August 2014 at 5:54 PM
To: "[email protected]<mailto:[email protected]>" 
<[email protected]<mailto:[email protected]>>
Subject: Re: Rigging and Animation in Modo

Performance and/or stability issues, or not rattling over 40mph,  seems to be 
what keeps either of them from being more widely used as main pipeline apps.

Currently, at least in my part of the woods
(in Montreal.. being not exactly in the middle of the woods except physically 
:p )

.. virtually no studio runs with either of them, and even worldwide, job posts 
seem to be scarce to say the least.

And would be delighted to see one, or even more *BOTH* overcome their relative 
limitations enough for them to be more seriously considered, otherwise not 
at-all lacking in really great things.



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