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Understanding the workplane

From: MODO 501 Essential Training

Video: Understanding the workplane

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.

Understanding the workplane

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.

Show transcript

This video is part of

Image for MODO 501 Essential Training
MODO 501 Essential Training

80 video lessons · 4573 viewers

Dan Ablan
Author

 
Expand all | Collapse all
  1. 2m 21s
    1. Welcome
      55s
    2. Using the exercise files
      1m 26s
  2. 42m 37s
    1. Understanding the interface
      4m 30s
    2. Understanding the workplane
      5m 7s
    3. Understanding Action Centers
      4m 12s
    4. Working with the modeling tools
      5m 10s
    5. Understanding surfaces
      7m 12s
    6. Selecting elements
      7m 33s
    7. Understanding the elements of a 3D model
      4m 3s
    8. Understanding symmetry
      4m 50s
  3. 1h 2m
    1. Building a model
      8m 56s
    2. Editing geometry
      10m 39s
    3. Controlling geometry
      10m 31s
    4. Bending geometry
      6m 42s
    5. Adding detail with edges
      5m 37s
    6. Editing polygons
      10m 27s
    7. Extending polygons
      9m 34s
  4. 42m 53s
    1. Understanding subdivisions
      3m 49s
    2. Understanding Pixar-based subdivisions
      2m 48s
    3. Creating a basic model
      7m 51s
    4. Beveling with subdivisions
      6m 6s
    5. Adding detail to models
      8m 54s
    6. Deforming and shaping objects
      7m 48s
    7. Cloning
      5m 37s
  5. 49m 32s
    1. Creating with Radial Sweep
      4m 44s
    2. Working with text
      8m 40s
    3. Understanding replicators
      7m 22s
    4. Instancing objects
      7m 0s
    5. Working with Curve Clone
      4m 36s
    6. Working with Curve Extrude
      2m 25s
    7. Modeling with Array
      8m 50s
    8. Understanding Mesh Paint
      5m 55s
  6. 1h 4m
    1. Introducing the Shader Tree
      4m 32s
    2. Exploring layer-based shading
      4m 29s
    3. Creating surfaces for polygons
      7m 41s
    4. Editing surfaces
      7m 4s
    5. Applying procedural textures
      7m 38s
    6. Applying image-mapped textures
      6m 2s
    7. Working with transparent images
      5m 48s
    8. Adding bump maps for realism
      8m 49s
    9. Enhancing surfaces with specularity and glossiness maps
      3m 25s
    10. Creating a reflective surface
      3m 27s
    11. Working in glass
      5m 28s
  7. 39m 9s
    1. Building 3D scenes
      2m 49s
    2. Working with different light types
      8m 26s
    3. Lighting a 3D scene
      12m 51s
    4. Reflecting light
      5m 23s
    5. Lighting environments for realism
      4m 18s
    6. Blending light sources
      5m 22s
  8. 21m 1s
    1. Understanding the MODO 501 camera
      5m 39s
    2. Setting up a camera
      5m 42s
    3. Placing multiple cameras
      7m 11s
    4. Animating cameras
      2m 29s
  9. 29m 58s
    1. Understanding the timeline
      7m 16s
    2. Adding and controlling keyframes
      3m 22s
    3. Fine-tuning keyframes in the Graph Editor
      6m 17s
    4. Animating nontraditional elements
      4m 31s
    5. Animating colors
      4m 39s
    6. Animating displacement maps
      3m 53s
  10. 13m 57s
    1. Working with Hair Guides
      3m 18s
    2. Creating human hair
      4m 7s
    3. Creating the hair's surface
      1m 30s
    4. Generating animal hair
      1m 48s
    5. Building enhanced hair textures
      3m 14s
  11. 26m 21s
    1. Working with the painting tools
      6m 14s
    2. Painting on multiple layers
      9m 37s
    3. Sculpting models
      5m 45s
    4. Tweaking and finishing with the sculpting tools
      4m 45s
  12. 25m 56s
    1. Working with the Schematic interface
      1m 20s
    2. Understanding channels
      4m 9s
    3. Building a channel-based animation
      5m 51s
    4. Creating a schematic network
      6m 26s
    5. Setting up inverse kinematics
      4m 29s
    6. Adding the finishing touches on schematic rigs
      3m 41s
  13. 26m 47s
    1. Understanding resolutions and rendering
      12m 43s
    2. Setting up a render project
      4m 51s
    3. Rendering to movie files vs. image sequences
      9m 13s
  14. 3m 23s
    1. Exporting an object
      1m 2s
    2. Exporting a full scene for backup
      2m 21s
  15. 2m 2s
    1. Next steps
      2m 2s

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