Join Henry Santos for an in-depth discussion in this video What is MeshFusion?, part of MODO Essential Training.
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- [Instructor] MeshFusion is a method of modeling in a dynamic Boolean-based workflow. It was previously a separate plug-in, but now it's built in the MODO. Let's take a quick tour and see how it works. So in the Model tab, left side of our screen, we have a group of tools here called Fusion. It's at the very bottom of this list of tools. Fusion! Cool. So, to create a Fusion item, we first need to have geometry.
So we have preset geometry here under the Fusion Meshes. They're called Qbics. So we click on that button, and it brings up our Qbic window. Now let's go ahead and just create a barrel. And let's create a BlobWedge. Cool. So we have those guys. Now, we have them in our scene. First, we'll select one object. Let's click on the BlobWedge.
And for certain MeshFusion functions, it's important to remember what the selection order is. So in this case, we select the BlobWedge first, hold down the shift key, select the Q-Barrel next. Now, let's create our fusion mesh. Let's go back to our fusion tools to the left of the screen, go up to the very top, underneath the Fusion group, where it says, New Fusion. Click on that, and we have this window of options.
Let's keep the default set here. We can change the name here. But the one thing I want you to remember is this Show Tree checkbox. It'll make sense once we create this MeshFusion object. So now there's different ways to create an object. We have Union Meshes which combines them into one object. We can subtract them from each other. And, this is where the order matters a lot. So you can select the others from the first one you selected, or subtract the first one from the others.
So, two different options. Or you can make a fusion mesh of the intersected meshes. Let's go ahead and union the meshes. So we'll click on Union of Meshes. There you go. Let's go back into our scene, and there is our tree. This is the Fusion Tree. This is a graphical description of what a fusion mesh is actually doing. The top node here where the barrel and the blob are both connected to the top green node, that means they're being union.
The next one down is this blue node. And that means if the objects were in that, let's click and drag that. And then click and drag this other one. That means they're intersecting each other. You can see how the fusion model changes. It's wherever those two objects are intersecting, that's where the new fusion mesh is going. Then we can go down to subtraction. So we can subtract the barrel from this blob.
So let's put these back into the union setting. All I'm doing is clicking and dragging the objects on top of the different nodes. So I click on this tree object, and drag it up there. And now, it may not make a whole lot of sense with this union 'cause it just kind of looks like they're connected, but each MeshFusion object has what's called strips. And these strips are the connection points of these different objects. So when I highlight this strip, it's an item, so I'm in item selection mode so I can select that.
Let's go to the right side of our screen where we have the properties. And the strip channels have different options that we can change. So the strip width is 1%. Let's go ahead and change that to 10% and see what happens. So if you notice, the connection point is starting to round out a bit more. If we click and drag that value, we're at 80%, wherever the points are really tight, if you increase the strip width too much, it might look not the way you want it to look.
So there's our strip and our fusion mesh. Cool thing about this is that it's a nondestructive, kind of a procedural, workflow. So here's our model, so I selected that barrel. It's creating that area right here. I can move this up. And let's move it forward. And, here we are, starting to create what looks like a little tiki man.
Pretty cool. So really, what you could do is bring in more geometry. And how we did the subtraction earlier, you can subtract out the eye sockets, the mouth, and you could add things, and the possibilities just are skyrocketing here. It's a really great workflow. And it's a very useful tool. So let's get to an actual little project that we can work on to create a microphone.
- 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