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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 you've seen some of the basics of how modo works so let's actually just do something. I'm going to start with the basic 501 default layout, and remember that's up here: Layouts > Default Layout. And then I'm going to be in the Model tab and from the Model tab, I can choose any one of these primitives. So of course everybody knows I like doughnuts, so I'm going to click the Doughnut tool. It's also called the torus in the more professional world. And when I do that, I get a Property panel down at the bottom that I can pull up and show. And in here I can choose the number of sides, and number of segments, the size of the hole in the middle, and so on. But I have no object here.
Well, that's because I haven't drawn it yet. So I can just click and drag. Remember the workplane. Well, my workplane is set down to Z axis, so I'm drawing my doughnut standing up. So I'm going to undo with a Command+Z, or Ctrl+Z on the PC. Hold the Alt or the Option key, Mac and PC, and we'll just click and drag around that's all that workplane now jumps to the Y axis. Torus is still selected, and now I can click and drag and draw it out this way. Now you'll notice that I'm kind of just free-forming it here.
For me, that's fine. I would like to kind of model that way, but some people like it little more precise, and that's where these Position tools come in. So for position here we can say -20 millimeters, press the Tab key, and then also do -20 millimeters, but it's still flat. I need maybe a little more thickness on it. And I can just click and drag up like this and you'll see that the Radius now changes in here as well. Let's make these even by going 200 millimeters, 200 millimeters, 200 millimeters, and now I have a perfect-size doughnut.
The sides, I can double that if I wanted and doubled the segments and you could see there is more detail. And we can change a size of the hole, we can make it bigger--whatever we need. And once you're done, click back on the tool to turn that off. What might happen is just you say oh, I think I want to make that hole different, and you turn this back on and you click again. Well, you're not going to be able to re-edit that. You're building a new object entirely. It's not much of an issue, because you can use some of the edit tools, but that was kind of a lot of work to make that, wasn't it? Part of modo's workflow is that you don't have to jump through a lot of hoops, which I just made, to get things done.
Here is a couple of options for you. So rather than clicking the tool and dragging and seeing all the numerics, hold the Shift key and watch what happens. You see a little plus come up on all of these icons. And when I do that, take a look over here in the Items list. We had a blank mesh layer, and that's where we draw our object. Similar to something in Photoshop where you have the layers and you build in a layer, that's kind of what we're doing here. But when I hold the Shift key and I get this plus command and I click two things happen: I get an perfect torus and I also get a torus in its new own mesh layer.
Let's skip that blank one altogether and create a new one. I can do the same with the ball, Shift+Click; same with the cube, Shift+Click; and so on. I've got all these primitives instantly added. To get rid of these, I can hold the Shift key, select one, and then select the others, and then right-click on these and choose Delete. And like I have said in all my training, whenever in doubt, right-click. There is always functions in most programs where you can right-click. For instance, if I right-click directly here in the interface, you can see I can choose different elements.
Same way I can choose them up here; it's just a quicker way. One more way: hold the Ctrl key, and when you hold the Ctrl key you get these edge rulers, and what that will allow me to do, it will say "script failed." And the reason is because I've not selected a mesh layer, "No active mesh is in the scene." What that means is I need to tell modo I want to create something inside this blank mesh layer. Then when I hold the Ctrl key and I select that I create the mesh inside of that blank layer. It doesn't look a lot different, but it was just a way to create a very perfect unit primitive, meaning it's even on all sides.
Another thing about the tools is that you can then manipulate them in the Deform tab. And now that I have a mesh layer to work, with you'll see that all of these tools become active. I can duplicate things with all these terrific tools, which we're going to do in our first project. Let's simply just go to the Array tool. A lot of times people want to click tool and have it work, but with modo, after you turn on a tool, you always want to click in the interface. And when you do that you'll actually see your object coming to life with whatever you're doing, in this case an array.
Similarly to the torus, as we put the specifics into the size, we can put the specifics in for the Array Count, however we need. And of course if you're adding more, it's going to start to slowing down just a little bit depending on what your object is, but quite easily I just made myself a "Dan dozen" as I like to call it, of doughnuts. So very easy to use these tools, and we're going to use them in all of our projects throughout the course. You'll see how well they work and how easy they are to use.
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