MODO | MeshOps Assembly aliases: Part 1
So Assembly Aliases is what makes me think that the Procedural workflow could be awesome in Modo. I've previously used 3DSmax as well as Maya so i know about that kind of concept that you can see in those other DCC app. To makes things easy to work with and to understand, i've created this little kit. I will probably add new features to it overtime, so please give us your feedback on your needs.
And when i say awesome, it means much more than a suite of native tools that you use on your needs (with their own boundary). MeshOps let's you build your own set of predefined and fully customizable shapes and i wanted to explain a bit more on how to build them.
Follow the video bellow this article and free to give us your feedback.
Download The Kit here: https://gum.co/wgsja
I've added a little MeshOps oriented Tab to save your own build in a convenient context.
If you didn't want to use this UI, you can remove it from the Kit folder, located under: Luxology\Kits\SMO_AdvancedMeshOps\Configs those 2 files
- SMOLUCK_ADDTAB_LAYOUT_MeshOps_ADV.CFG
- SMOLUCK_LAYOUT_MeshOps_ADV.CFG
2) So When you create your first MeshOp the Key points are:
- Create a Locator that can hold the Input value as UserChannels. This way it's more simple to edit those channels by adding Limits / Default value, that you can't do when using the direct inputs from an assembly.
- Add always a Deform folder to keep the MeshOps order between all your meshops called in your assembly.
- Maintain some area and arrangement into the assembly in order to get the reading of the structure as easy as possible (i know it's a challenge, and i must say that i prefer the UI from Substance Designer for that).
- be careful when using some Math node because sometimes a divide by 0 (by default) can cause your PC/Mac to hang for ever. think twice about what you are doing to prevent any crash.
- Save incremented files to get back if you do any mistake.
- Use Colors to help you identify what is what on any Items and Meshops node.