Modo 401

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Revision as of 05:24, 18 August 2009 by David Vasquez (talk | contribs) (Compatibility note.)
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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 32348 has been released

14 August 2009

Package Name: modo COLLADA 401 SP1 build 32348

Release: Build 32348

Release notes: modoCOLLADA_32348.pdf

Known Issues as of Build 32348

Sorted roughly by priority:

  • VS2010 project and solution files. (Checked in, but not integrated.)
  • Use <visual_scene>/<asset> for scene up-axis, instead of custom profile param.
  • Progress bar on scene load (scene saver already has one).
  • Profile defs should sit in separate .h and .cpp files for each third-party vendor.
  • PolyRender channel I/O.
  • Fix remaining usages of "io" class variable.
  • Add user value to export cfg for modo COLLADA build number in asset tag.
  • Item tags.
  • Polygon part tags.
  • Arbitrary polygon tags.
  • Add "item_name" to modo profile, for unfiltered name I/O.
  • Need full envelope I/O for render, materials, cameras, lights, and meshes.
  • Package API for target channels (lights and cameras).
  • 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.
  • 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)
  • Load skin controllers. (Test with Spore models.)
  • Import up-axis.
  • Import units.
  • Triangulate scene saver option.

See also

External Links