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Joints that affect a mesh must use a General Influence.In order to create a USD supported animation, you need an action, which contains keyframes of the entire timeline for the actor.In order to create a USD supported skeleton, you need an actor which contains the joint hierarchy.Due to USD requirements, you may have to make the following changes to your models to ensure the animations work as expected in other USD supported applications: The USD exporter also supports joint-based animations. See Texture Locator for more information. Tip:Modo's USD export functions also support Real World Size information in Texture Locator tool properties viewport. all Modo light types except Portal and Mesh lights,.The following Modo item types are supported: Modo supports the import and export of Pixar's Universal Scene Description (. No default items, such as cameras and lights, are exported. Specifies the format for the exported layers.Įxports each selected layer to a separate file.Įxports only the mesh layers. GlTF V2 (GL Transmission Format) ( *.gltf) and ( *.bin)Īdditionally, you can right-click on any layer in the Item List and choose the Export Selected Layers option from the contextual menu for control over saving individual parts of a scene. GlTF V2 (GL Transmission Format) ( *.glb)
![modo modo](https://modopayments.com/wp-content/uploads/2019/04/modo_logo_color.png)
The following Save As and Export formats are available: The difference between them is that saving a file in a specific format replaces whatever is in memory, and subsequent saves continue to overwrite the saved file in the same format, while exporting keeps the same scene in memory, only writing the selected format to disk. You can save a scene to a specific format with the File > Save As or the Export As command. Tip:Modo's USD import functions also support UV tiling Real World Size information in the Texture Locator tool's properties viewport. The data is preserved within Modo on import. For more information about Pixar USD file preferences, see File I/O Preferences.Īctor, Blob, Camera, Curve, Light, Mask, Material, Texture, Texture Locator, Locator and Mesh items are exported to USD as custom data on their respective primitive types. You can disable this behaviour inside Preferences > USD I/O. If a conversion occurs, a message is logged in System > Advanced > Event Log.ĭuring import, distance units inside the USD file are converted based on the metersPerUnit value of the USD file. The following Open and Import formats are available:ĭuring import, if the up-axis of the incoming scene does not match the up-axis of Modo, the incoming scene is transformed to match Modo's up-axis.
![modo modo](https://www.weloveglasses.com/wp-content/uploads/2015/07/Modo1-804x452.jpg)
The difference is that opening files makes them their own scene, while importing merges the saved file into the current scene. You can read the various formats by opening them directly by clicking File > Open and selecting the proper file or by importing it by clicking File > Import. You can use the Scale option in the Preferences > File I/O > Alembic I/O to resolve this. This can cause problems with size when exporting/importing files from Modo to other applications. For example, a 1 m unit cube exported from Modo displays as a 1 cm unit cube in another application, whereas importing a 1 m unit cube into Modo from another application results in a 100 m cube. Note: Modo's default unit is 1 m, whereas some applications, such as Maya, Houdini, or Nuke use 1 cm as default. For more information about these formats, see Supported Formats.
![modo modo](https://i.ytimg.com/vi/Hty8DuCXA08/maxresdefault.jpg)
Modo supports a wide range of formats for transferring data. Artists rarely work in a single application, so it is important to support multiple input and output formats.