Join Henry Santos for an in-depth discussion in this video Understanding components and items, part of MODO Essential Training.
- 3D models can be seen as a set of different pieces that come together to form a cohesive whole. The whole 3D asset is called an item or a mesh in this case, and its individual pieces are called components. Let's take a look at what that is. Right now we have this mesh selected, and in looking at the item list here, the mesh is highlighted, and if we look right above that view port window, we have the different things that we can select.
We have "Items" highlighted. That means we are selecting items. So that entire 3D model, if we view a transform, so I hit the "w" key on the keyboard and I have the move tool, I can move that around as one piece. Now you say, if you wanted to re-size this or re-shape it in any way, you can the way we select elements in there. So let's go to polygons on the top of the screen here. We can now select the different polygons, so if we want to make that taller, we select the top polygon, and I'm gonna click on the move tool on the left of the screen here.
We can drag that up and down and re-shape this object. And if you wanted to just move an edge, there's an edge right there, so these four edges create that one polygon, and we move that, or scale it, and I hit the space bar to drop that tool. Now let's go to vertices. Let's select specific vertexes or vertices, and we can edit that as well.
Scale that. Great. Now another way to select the different components or different types of components is by hitting the space bar. So we'll hit the space bar once while the scale tool is active. That drops the tool. Hit the space bar again and it cycles to the next component selection, so we select the edges. And when we move to the edge selection, it remembered the last edge that was selected and it keeps that in memory.
Then we can select more. I'm gonna hold down the shift key and click on another edge and we can bring up another tool, the move tool, and we can move that around. And let's just move this down. Very cool. Here's a polygon. Selected that. I'm gonna scale this so it goes flat.
So I can scale that down and you notice this tool is active now, and from the lower left corner of the screen, we have our transform settings so I can make this completely flat by transforming that polygon in the Y direction, and setting that to a zero percentage, and now it becomes flat. Let's move that down so it goes to the bottom there. Scale this one more time so it goes wide.
Move this back. We have somewhat of a platform here. So I'm holding down the Alt key, rotating my view so I can see that. Now let's bring in a preset object and see how much further we can organize a mesh. So I'm gonna click on the presets to bring up the presets window, and under our meshes, under animals, we have the rubber chicken.
Double click on him and there he is. Right there, in all his glory. And I guess because he is his own chicken and he's outside of the mesh, he actually is another mesh. So we can think of him as a free-range chicken. That's why he's smiling. If we change to our polygon selection mode, and we highlight the different polygons, we can select all the different polygons, but just like many other meshes, you can organize a mesh just like this guy is with different groups of polygons in that single mesh.
So the chicken cartoon, the rubber chicken - he's one single mesh, but if we double click on a polygon, we can now select all of the connected polygons. And we can see this by moving him, and his eyes stay there and his teeth stay. So let's make him a whole free-range chicken again. And you notice that the top here is not connected. So we double click on the polygon on the top crest thing.
We can scale that and modify it as we need to. Kind of free-range chicken Elvis. Rotate this. "Thank you very much." Side part there. So as we build meshes and models, it's great to be aware of how we build single mesh.
We don't have to keep them as separate meshes or separate objects. We can keep it within one mesh. It helps build better models and we just need to be careful with how we build them. So this is an example of the different selection modes that we have in Moto.
- Building simple 3D models
- Working with primitive and preset objects
- Using deformation and duplication tools
- Subdivision (SubD) surface modeling
- Understanding replicators
- Creating a fusion model with MeshFusion
- Adding lights
- Shading with materials and UV mapping
- Painting and sculpting
- Animating your scene
- Rendering and exporting renders