How to make roof animation in modo 801
We sculpt a seabed and then use Recoil Rigid Bodies to place rocks in natural formations around it. Our final video covers building, texturing and animating a simple underwater environment.
How to make roof animation in modo 801 how to#
One of the most challenging aspects of this project is how to animate the fins, so in the second half of this video we explore how to use Recoil Soft Bodies to simulate a swimming motion.Īlmost complete but fish need something to swim in. We use a combination of joints, transform deformers, falloffs, morphs and relationships to get the fish to swim believably. In video 6 we use a wide variety of modo 601's new rigging tools to rig the fish for animation. With the model complete we can now make it move. We then use that image to modulate the application of layers of color which we eventually bake into a final color map. We start by using modo's replicators to build and bake a brush that we can use to paint the fish scales. In this video we paint and texture the fish in an attempt to re-create it. One of the most appealing things about a Rockfish is its bright and vivid coloration. Using modo's beautifully integrated UV toolset we create the UVs necessary to not only create the displacement and transparency, but also UVs that can be used in other elements of the texturing process. In order to do this we must first UV the model.
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In video 4 we use Photoshop to paint image maps that apply transparency and displacement to the fins in order to reproduce their thin, ragged and spiny appearance. We may have created all the polygons but we haven't finished the modeling. Along the way we have the opportunity to utilize Action Centers and the Workplane as well as other key tools that underpin modo's polygon modeling workflow. Great attention is payed to the structure of the polygons and the continuity of the surface. In video 3 we complete geometric modeling using modo 601's powerful polygon modeling toolset to add some subtle details to the model and build the eyes and fins. Using many of the new Re-Topology tools in modo 601, including extensive use of the Topology Pen, we rebuild the surface so the polygons correctly define the details of the fish, and are aligned in such a way so that they will deform naturally when the model is moving. Video 2 takes the model that was created in the first video and rebuilds it so that it can be easily textured and animated.
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With this base mesh defined we then use modo's multi-resolution meshes and sculpting tools to sculpt the details of the fish including the gills, eyes and mouth. The shape of this is then edited using many of modo's fast polygon editing tools, as well as falloffs and edge tools, to create a starting point, or base mesh, for our Rockfish model. Video 1 starts the project by re-using an existing mesh.