Modo: Difference between revisions
(Created page with "'''Modo''' is an increasingly popular 3D modeling application, and is known to be used at Valve. It has seen widespread adoption for its extensive interfac...") |
(Updated to show discontinued status of Modo Software.) |
||
(12 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
[[File:modo_screenshot.png|right|thumb|Pyro model in Modo 501]] | |||
{{modo|4.1}} is a discontinued [[:Category:Modeling|3D modeling]] application created by [http://www.luxology.com/ Luxology] (former developers of [[Lightwave]]). Modo is known to be used at Valve. It has extensive mesh editing capabilities and character animation tools. It was available on Windows and OS X. | |||
== Configuration == | == Configuration == | ||
Line 7: | Line 9: | ||
Models built with Metric or English units will appear 1/1000 their actual size in-game. If you have already built your model and need to convert it to Game Units, the easiest method is using the Absolute Scale tool to automatically reset the scale of the model. | Models built with Metric or English units will appear 1/1000 their actual size in-game. If you have already built your model and need to convert it to Game Units, the easiest method is using the Absolute Scale tool to automatically reset the scale of the model. | ||
== Exporting == | == Native Exporting == | ||
Static models can be exported to OBJ file format and compiled | Static models without collision meshes can be exported to OBJ file format and compiled natively with [[Studiomdl]], without the need for exporting to SMD file format. OBJ support was introduced with The Orange Box tools, and currently only supports static meshes. | ||
Collision meshes are not supported in OBJ file format and will produce errors if included. | |||
== | == Plug-in Exporting == | ||
*[http://forums.luxology.com/discussion/topic.aspx?id=21324 SMD Exporter] by Talon | |||
[[Category:Third_Party_Tools]][[Category:Modeling]][[Category:Modo]] | == External links == | ||
*[https://web.archive.org/web/20050205012032/http://www.luxology.com/modo/ Luxology Modo] Official site (From the Internet Archive)). | |||
*[https://web.archive.org/web/20110322211104/http://forums.luxology.com/discussion/ Luxology Forum] Official forum for discussions on Modo (From the Internet Archive). | |||
{{sdktools|0}} | |||
[[Category:Third_Party_Tools]] | |||
[[Category:Modeling]] | |||
[[Category:Modo]] |
Latest revision as of 09:54, 19 January 2025
Modo is a discontinued 3D modeling application created by Luxology (former developers of Lightwave). Modo is known to be used at Valve. It has extensive mesh editing capabilities and character animation tools. It was available on Windows and OS X.
Configuration
Properly exporting models requires you to set the unit system to Game Units for the model to scale properly. Meters per Game Unit should be set to 1.0 to avoid additional conflicts. 1 Game Unit in Modo is equivalent to 1 Game Unit in Hammer.
Models built with Metric or English units will appear 1/1000 their actual size in-game. If you have already built your model and need to convert it to Game Units, the easiest method is using the Absolute Scale tool to automatically reset the scale of the model.
Native Exporting
Static models without collision meshes can be exported to OBJ file format and compiled natively with Studiomdl, without the need for exporting to SMD file format. OBJ support was introduced with The Orange Box tools, and currently only supports static meshes.
Collision meshes are not supported in OBJ file format and will produce errors if included.
Plug-in Exporting
- SMD Exporter by Talon
External links
- Luxology Modo Official site (From the Internet Archive)).
- Luxology Forum Official forum for discussions on Modo (From the Internet Archive).
|