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Old 03-03-2012, 10:00:33 PM   #151
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just to let u know i did it

let me know if ur going to wait for 'proper crack' or this one i made
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Old 03-03-2012, 10:02:12 PM   #152
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no wait mate , give us what you got bazuka
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Old 03-03-2012, 10:02:41 PM   #153
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I think hackers should have donation links, obviously a lot of cheap gits here, but I'm sure they'd get something for there efforts.
Feels like everyone wants them give give give, for nothing, am I wrong.
Bazuka - hehe, damn your quick. I'll have it gladly!
post it here please
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Old 03-03-2012, 10:07:27 PM   #154
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It will be better to wait.. write some nice piece of software with one button
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Old 03-03-2012, 10:09:32 PM   #155
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Old 03-06-2012, 05:46:50 AM   #156
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LUXOLOGY_MODO_V6.0.1.48460-XFORCE was released today along with LUXOLOGY_MODO_V6.0.1.48460_MACOSX-XFORCE. Yes, Keygenned. Should be around soon. (they also did Houdini Master v12) Ahh, to have more time.
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Old 03-06-2012, 08:57:50 AM   #157
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Modo 601 X-FORCE Keygen
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Old 03-07-2012, 05:03:03 AM   #158
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Thanks for the Keygen!

Now we just need CAD loader for Modo...
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Old 03-07-2012, 10:16:49 PM   #159
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How about to create a modo section to comemorate the new release? Modo grews up, it's deserve, come on guys!
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Old 03-08-2012, 01:55:12 AM   #160
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Not tested...
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Old 03-08-2012, 08:19:21 PM   #161
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Install Modo on a USB 'Key' (Windows)

Step 1:

Create a Modo directory on your USB stick. I advise doing this rather that just copying the Modo over directly because if you've got all the content and video files installed, it's going to be very large - mine is 3.99 Gb I was using a 2Gb key, so I opted to leave all the video content off, but copy the rest of help and user guide documentation

Copy everything except the Content and Documentation directories from the root of the Modo install directory on your hard drive to the Modo directory on thr USB Key. If your key is large enough (and you want it) copy over the Content directory too (the default content directory is about 550Mb in size.

Create a Documentation directory (if you want the documentation too) and Help directory inside that. Copy everything except the pages directory from the Documantation\Help Directory of the main Modo install to the Documentation\Help directory on the USB key.

Create a Pages directory in Documentation\Help on the USB key and copy over everything except the clips and Video directories from the Documentation\Help\Pages directory of the main Modo install. If you want the clips directory and your key is large enough, copy that over - it's 500Mb in size.

Step 2:

Create a shortcut in the root of the USB key to the Modo executable in the Modo directory on the Key. Right click on the shortcut icon and select 'Properties'. In the box that says 'Target' add a space after modo.exe an then type:

-config:MODO201.CFG -license:

do not add anything after -license: that will make Modo look in the directory it's being launched from for the license file. Click OK to close the dialog.

Step 3:

Copy your Modo license, user config file, Configs directory and Scripts directory into the Modo directory on the USB key. These are in C:\Documents and Settings\Your User Name\Application Data\Luxology.

Step 4:

Open the MODO201.CFG file on the USB key and edit the two lines at the top of the file that look like this:


and remove the user: part so that they look like this:


Save the file.

Step 5:

Double click on the Modo shortcut you created in the root of the USB key to start Modo. Select Preferences from the System Menu and in the Input/Remapping section, edit the Help Directory so that it says:


Close the preferences window and close Modo. That's it, done, you now have a Modo install which will run completely stand-alone off the USB key. If you wish you can copy the shortcut on the USB key to the desktop of the machine you are running it on.
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Old 03-19-2012, 08:55:40 PM   #162
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Anyone have the mini 601 mac only update? (ATI card fix update).
It release today.
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Old 03-20-2012, 10:08:03 AM   #163
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Just now new build 48711 is released.
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Old 03-20-2012, 09:03:34 PM   #164
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not really, its a minor patch for OSX systems that were having ogl issues with ati video cards, its not a Service Patch. thats probably coming out in april. unfortunately.

- GP.
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Old 03-21-2012, 09:34:06 PM   #165
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Cad loaders folks cad loaders...
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Old 03-22-2012, 10:02:45 AM   #166
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Yes man!
Someone please share CAD loaders for modo!
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Old 09-19-2012, 01:03:40 AM   #167
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I have been using modo since 401-its great in modeling and uv mapping but very bad when you have a high res object. It starts sleeping! its multires sculpting is very slow and full of bugs. C4D ( although I am not capable of using it as modo) is very stable and trusty.
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Old 09-19-2012, 04:16:56 AM   #168
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That is a really good story.
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Old 09-19-2012, 08:50:45 AM   #169
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after hard using it for about six months I decided modo modelling is not suited for me. I cage from modo sceptic to modo enthusiast to modo hard critics now.

Modo modelling tools is a hybrid between precision modelling and fast character tool. You can streamline it, with many limitation (modo is full customizable, but not when you want add some mouse gesture to your customized tool). I really don't like the necessity to use tabs, i.e. in softiamge or blender you can cut edge in the middle pressing crtl, in modo you need to use tab and select "cut in the middle" option, and disable when don't need, everey time via tab. Can work around to it, recording your macro and creating your own tool/script, but you must add to a rich tool set another butch of tools. and, in any case, can doing the some with softimage (copy past the script output and create new tab and assign a button to it or a hotkey) and, worse thing, more script you add to modo, more unstable become it. In any case, anyone need an hard work on modo toolpipe for making it more fast and meet his need in modelling. After this personalization modo become more user friendly, but without a proper distinctive workflow.

Another odious point is about messing mesh. At some point, not regardless how complex is your mesh, modo starting messing your mesh with double vertex, duplicated polygons etc. etc. on modo site they talk about an error due copy paste operation by the user, but this happen without copy paste anything. It a code error, for these reason Modo has, in its tool palette, a tool called "meshcleanup", this tool remove double vertex, strange poligon with two face etc. etc. resolving, in part, the problem. But if you have separate meshes in you item this will be merged, and your meshes becoming more messy... can obviate to this making a different mesh item in Item List for every mesh you build (and grouping it with mesh locator).

Standard modo navigation is unnecessary complex, and don't understood why (many left mouse clicks, with your left hand dancing upon alt+left mouse button for rotate, alt+control+left mouse button for pan alt+ shift+left mouse button for pan). Maya mouse setup work well with modo, but not softimage mouse setup, modo disable S key from any combo hotkey (S become a modifier), so you cannot use crtl+s for save. Modo stardard navigation is good only when using tablet pen. Obviously this is only my feeling about modo navigation, other can have other idea about.

Rigging and skinning. Blender and softimage are too better in this field. The too clicks workflow can work with modelling, and after customize it can be good, but rigging no. Some interesting solution (like a option permitting to place your joint exactly in the middle of your mesh), but the workflow is slow and cubersome, with many tabs look. Also, replay is slow, and modo weak viewport don't help at all.

Actually I using it only for rendering. Rendering is very fast, simple to setting. Is the more close solution I have found to "press best render button and wait". Few parameters to setting, many are very simple. The fast preview window help a lot to setting your rendering and adjust your shader. Also, the integrated paint is nice more flexible then zbrush paint, but slow viewport can be more then a issue, so before a improvement work into wiewport paint tool seems half baked (but well promise). Is very good workflow paint your mesh and test at fly it onto your shader with the fast preview rendering (can calling it in a separate floating window pressing F8)

Modo dynamic is a joke... can be useful for a still image, where you need to pose some disordered items.

Last edited by ciuccio; 09-19-2012 at 08:57:32 AM.
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