Modo 401

From COLLADA Public Wiki
Revision as of 22:16, 20 August 2009 by David Vasquez (talk | contribs) (Updated known issues: <visual_scene>/<asset> checked in for next build.)
Jump to navigation Jump to search
Product information

Download

This article is part of the COLLADA products directory
Adding to the list of products

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 for next SDK build.)
  • Layered transform API calls on scene load. (Available in next SP.)
  • Use <visual_scene>/<asset> for scene up-axis, instead of custom profile param. (Checked in for next build.)
  • Progress bar on scene load (scene saver already has one).
  • Material I/O for lights in the Shader Tree.
  • Observe double-sided option in Google Earth/Sketchup profile.
  • 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.
  • Full shader tree I/O for materials.
  • 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.
  • Support for ZAE zip compression sub-format.
  • Performance optimizations.
  • Triangulate scene saver option.

See also

External Links