Modo 401: Difference between revisions

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(Added known issue for transform types, and reordered list based on feedback.)
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  | name = modo 401
  | name = modo 401
  | purpose = Model. Paint. Render. Animate.
  | purpose = Model. Paint. Render. Animate.
  | last_updated = 21 Aug 2009
  | last_updated = 24 Aug 2009
  | current_version = 401
  | current_version = 401
  | status = Production
  | status = Production

Revision as of 10:17, 24 August 2009

Product information

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This article is part of the COLLADA products directory
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modo 401 is a Digital Content Creation tool from Luxology. It has COLLADA support through the modo COLLADA plug-in.

Compatibility

The modo COLLADA plug-in requires modo 401 SP1 (build 31886) or later, running on either Mac OS X (Intel or PowerPC) or Windows (32-bit or 64-bit).

Exporter

The modo COLLADA exporter can output geometry with normals and multiple UV texture coordinate sets, lights, cameras, materials, effects, and transform animations, all using a “common” technique that is compatible with a wide variety of third-party tools.

The exporter can also output a modo401 profile technique, that provides a human-readable form of many of modo’s items and their internal channels and animation envelopes. Users familiar with the COLLADA file format can also directly edit the exported files using a plain text or XML editing tool.

For additional compatibility with third-party tools, the exporter can also output profiles for a number of third-party DCC tools, such as Autodesk Maya and 3ds Max, that describe a number of elements that are not part of the standard COLLADA specification.

modo COLLADA 401 SP1 build 32472 released

21 August 2009

Package Name: modo COLLADA 401 SP1 build 32472

Release: Build 32472

Release notes: modoCOLLADA_32472.pdf

Highlights in Build 32472

  • Dramatic speed-up of scene saving (over 20x for some scenes).
  • Support for saving and loading cameras with targets (to be enabled once modo 401 SP2 is released).
  • Additional light channel save and load support in the modo401 profile.
  • Moved scene up axis into <visual_scene> / <asset>, instead of using a custom modo401 profile param.
  • Added a progress bar during scene load.
  • Fixed a crash caused by initial rotation transforms that affect fewer than three axes.
  • Fixed various compile-time issues for GCC 4 (Snow Leopard).
  • Additional error handling.

Known Issues as of Build 32472

Sorted roughly by priority:

  • Layered transform API calls on scene load. (Available in next SP.)
  • Recognize multiple instance nodes pointing at same node, and convert to modo instance.
  • Material I/O for lights in the Shader Tree.
  • PolyRender channel I/O.
  • Add user value to export cfg for modo COLLADA build number in asset tag.
  • Polygon "face" or "subdiv" types: polylist/triangle extra param to note all polys of same type.
  • Item tags.
  • Add "item_name" to modo profile, for unfiltered name I/O.
  • Profile defs should sit in separate .h and .cpp files for each profile.
  • Use package API for light target channels (cameras already enabled for modo 401 SP2).
  • User channel saving and loading. (Needs more user channel APIs?)
  • Group list saving and loading. (Needs packages API?)
  • modo profile sub-type for locator vs group locator.
  • Fix distant relative image file path I/O.
  • Observe double-sided option in Google Earth/Sketchup profile.
  • If all transform axis keyframes have values at common times across all axes, then output scale, rotate, and translate animation channel elements as triplets instead of per-axis values.
  • Handle combined-triplet channel transforms on import as well.
  • Matrix animation subscript indexing (see sample 3ds Max files)
  • Profile params for pivot and pivot compensation transform types, for both translation and rotation.
  • Import up-axis.
  • Import units.
  • Polygon part tags.
  • Arbitrary polygon tags.
  • Fix remaining usages of "io" class variable.
  • Full shader tree I/O for materials.
  • Need full envelope I/O for render, materials, cameras, lights, and meshes.
  • Load skin controllers. (Test with Spore models.)
  • Support for ZAE zip compression sub-format.
  • Performance optimizations.
  • Triangulate scene saver option.

See also

External Links