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In this course, author Dan Ablan walks through the process of understanding the MODO workflow while learning to create 3D models and animations. The course teaches fundamental tasks, such as modeling polygons and applying materials with the Shader Tree, while exploring scene building in depth through advanced lighting, camera, and animation techniques. The course also covers MODO's schematic tools and shows how to render animations for various playback media.
When you're creating models in modo, every once in a while you need to do something that is the same on both sides, so rather than modeling twice or editing twice, you can use Symmetry. So up at the very top of the screen, you'll see the Symmetry button, which currently is off. I'm going to switch it to X. What that means is whatever I do on the positive X axis will happen on the negative X. Well, how do I know where that is? Well, this goes back to the workplane that we talked about earlier in the course. You can see from the legend down here at the very bottom corner, if I click and hold the Alt or the Option key and I rotate around, you can see that we're working on the Y axis.
That Z axis is sticking out of that workplane selection. But if you look at the X, you can see that it's left to right. If I was to rotate it like this, well, the Z is left to right. So think of this as like a little roadmap, almost like a GPS for your scene. If that is still too confusing, here is a simple way. Rotate down and look at the end of the grid. There's my Z axis; this is my Z right here. You know that Y is up and down; always remember that. Well, then you can just look at the grid and say, oh! There's positive X, so you can see the plus X right back there.
Okay, so that's what we're going to do. Now in order for Symmetry to work, your objects', points' vertexes need to be at the exact same position on the negative side and on the positive side. This dark cross here, this dark center line, that is my 0 axis. So it's positive on one side, negative on the other. So what do I want to do? Well, I want to maybe pull all of these points out. If I stretch them out, it wouldn't have the same effect. So for instance, if I choose Stretch, see those corners? They look stretched.
We don't want that, so Command+Z to undo, Ctrl on the PC. We'll turn that stretch off. Instead, in order to move these points, I need to select them and then move them. To make it even, I have Symmetry on. So I'm going to use the right mouse button and Lasso+Select those points, and look what happened. When I did the right side, the left side automatically was selected. Then when I go to choose Move, notice it only affects the right side.
When I move to the right, the left goes with it, and my corners stay intact. They don't actually become stretched. So I click to turn off the tool and click to deselect, and now I've used Symmetry. By the same token, you can put it on the Z and if our object was thick, you could do it on the Y. Well, that's all well and good, but what happens when you have an object-- I'll just Shift+Click a ball here and I'll press the A key to fit-- what happens when you have an object like this and you want to do some work on it that is not symmetrical? There's a way to fix it in modo-- a lot of people don't know about that.
First of all, when you're not using Symmetry, turn it off. I'll go to the Polygon mode, and I'm going to just take a few here and I'm going to kind of move them around. All right! Now here's a fun tool. Let's deselect these. Press the T key. That is Element Move, and we can just click on an element and move anything we want. Again, an element, that we talked about, is a vertex, an edge, or a polygon. So if I mouse over the polygon, I can get it, or the point or the edge. Pretty good! Now you're not going to see this much of a variation in most models; this is just for example. But you might have the face and one eyebrow might be a little off of the other and then when you go to your Symmetry it doesn't work.
Well, there is a way to fix it. You can go under the Geometry tab and choose Symmetry Tool. And all you have to do to use this tool is just click and drag. It says Symmetry is not active, so let's do that. I'll put Symmetry on the X, and then we'll just click and drag. What happens is that it matches the vertex position. So now when I go back to my Element Move, by pressing the T key, now Symmetry will work.
So it's a great way to fix models by using the Symmetry tool. Hopefully, you won't have to do that. Symmetry can really be a problem sometimes, so just make sure to turn it off and you won't have any problems with it. Be very specific about it. It's often used for modeling faces and adjusting faces. If you're using any kind of architecture, or you're building an object like we had just previous with those rounded corners and you want them perfect on each side, Symmetry is terrific for that. But as a regular everyday modeling tool, it's not something you're going to have on.
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