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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.
So I am going to go ahead and just clear this out. So we will go up to the File menu > Close scene. We don't need to save. All right! So everything is cleared out, so let me show you how to load that model up. Now this is a model that comes with modo. Typically, we are going to say File and of course Open, but in this case if we go to the Layout tab all of these models are already included. And I am going to pull this up just so you can see what's in here. If you look at the tabs here, we have got Materials; Environments; Meshes; different items, which we will talk about later; Assemblies, which gets a little more complex; and then different profiles we can use for beveling and things like that.
But let's jump back to Meshes. And then here in this list, if you click and hold, you can actually see all the different objects, or meshes, as they are called in modo. So, I have the Human section selected. You can also see there is Electronic Devices; some exterior things, like awnings, fences, different railings you can pull in; and you can build different types of models with these assets. You can use them in your existing scenes. You can use them and manipulate them, or you can just use them entirely on their own and build scenes that way.
So let's jump back to the Human, and you can see that there's a hand-- couple of textured ones--but we loaded up just this fun old Picasso here. You can load in two ways: you can double-click it, or you can simply just click and drag into the interface. And I will pull this back down so we can see it. And when you load this in you can see over here in the Items tab Picasso is loaded. Now, a couple of things you should know about. By default, you are going to see this blank mesh layer and it's a blue box.
A mesh is a 3D object. Because we use this existing preset, it came in as a group. You see like a little folder icon right there. And if you toggle the arrow then you'll see the blue box, just like the mesh up here that's blank, but you will see the Picasso Bust object in there. Up in the top-right corner you are going to see a Move, a Rotate, and a Zoom button, and to use these, click and hold on them with the left mouse and then drag. I can go up and down, left and right. Same with the Rotate.
Click and hold on it and then you can drag around to rotate your view, and of course the same works for the zoom. But one thing we are going to do a lot is you are going to hold the Alt key or the Option key--Mac or PC it's the same-- and then you can actually click and drag your view that way. So, very easy to work with. Now, you will notice that in this layout I've got one large perspective view, and I can jump back to my model tab here, just so we get a full view, press the A key to fit that in, and you are going to think "Well, most 3D programs have that four-view quad look." modo doesn't by default.
It's got one big view. And it took me a little while to get used to modeling this way, but now it's very hard to model any other way. The reason this works is because of the workplane. And if you look down here at the very bottom-left corner, you are going to see this icon. That's your workplane. And what the work place is this third grid that you can use for a number of different modeling functions. So if I hold the Alt or Option key and I rotate around, you can see that that icon rotates with me. You can see that I'm working down the Z axis now, and that gray place right there, that little line, is drawn between the X and the Y axis.
And you see this grid that covers our whole scene, that large grid? That's the workplane. But what does that mean to me? Well, let's say I go ahead and I want to create just a flat plane in front of our little model here. Well, if I want to draw let's say curtain, I can just click and draw this out, and notice it draws on the proper axis. This object I've drawn matches the workplane position. Simple enough. So I am going to Command+Z on the Mac, Ctrl+Z on the PC.
Then I will hold the Alt or Option key again, and I am going to rotate it down until that workplane goes to the Y axis. You see that pop right here? Now my Y is dominant and that work place is between the Z and the X axis, and you can actually see here in the interface that the workplane is now flat. What does that mean if I was going to draw that curtain again? Well, it's actually going to draw it laying down like a ground, rather than vertical in front of my model, because it's drawing on this workplane at the very bottom.
Okay, so that is the workplane in its simplest form, and I will Command+Z or Ctrl+Z to undo that. But up at the top right you are going to see Work Plane. And here you can reset the workplane, you can align workplane to a selection, rotate, offset and edit with the workplane. As we work through this course, we are going to use different aspects of this workplane. From here we are just going to manipulate the polygons, the edges, and the points of this model so you can see how simple it is to create something entirely different from an existing asset.
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