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Foundation - Basics

Preferences - Describe the preferences that are changed from default to make it easier for people to follow.

Tab Time Chapter Description
1 00:10 Lasso Style Selection Style Settings - Setting the lasso selection option.
2 00:36 Toggle Visibility Toggling visibility of Items in the viewports and setting keyboard shortcuts for them.
3 01:50 Pie Menus Pie Menu usage and defining new pie menus in the Form Editor.
4 02:28 General Prefs General Preferences overview -Undo's, Accuracy, OpenGL & Defaults.
5 04:35 Schematic View Schematic Viewport option settings - Draw links behind nodes.
  05:34 Total Video Time  

 

User Interface Overview - Show the "setup" tab and point out the panels and UI elements and what they are for.

Tab Time Chapter Description
1 00:09 UI Oveview General outline of the various sections of the default modo User Interface.
2 01:03 Standards Conventions Conventions used when manipulating viewport panels + making a custom interface.
3 05:32 Tabbed Viewport Adding tabs to a set viewport for additional tools.
4 08:08 Float Viewport Easy way to pull a viewport out of the interface as a floating window.
5 09:02 Setup Tab Detailed look at the Setup interface tab, its layout and tools.
  15:51 Total Video Time  

 

Components vs. Items (modes) - Breakdown the different between items and their components and how they affect rigging.

Tab Time Chapter Description
1 00:26 Item Definition Explanation of what an 'Item' is in modo.
2 01:08 Component Def. Explanation of what a 'Component' is in modo.
3 02:30 Wrap-up Wrap-up of information presented in first two sections.
  02:46 Total Video Time  

 

Centers vs. Pivots - Breakdown the differences between pivots and centers for clarity.

Tab Time Chapter Description
1 00:53 Center Definition Rich defines what a Center is related to modo and items.
2 03:10 Pivot Definition Rich explains what a Pivot is related to modo and how it differs from a Center.
3 05:18 Animating Pivot Rich demonstrates how to animate a Pivot and what to watch out for when doing so.
4 08:42 Adv. Concept Using Centers and Pivots when rigging requires understanding of Primary transforms.
  11:56 Total Video Time  

 

Transform Items - Discuss what transform items are and how they are unique and can be used.

Tab Time Chapter Description
1 01:38 Using Transforms Introduction and demonstration to what a transform is.
2 03:20 Reordering How to reorder transform items to change how they are evaluated.
3 05:56 Globe Example Applying layered transforms is demonstrated with a rotating globe orbit.
4 11:09 Robot Hand A robot hand is used to provide a practical example of item transforms in action.
  13:53 Total Video Time  

 

Action Centers - How using action centers for moving an item affects its transformation channels.

Tab Time Chapter Description
1 00:05 Definition Rich explains in detail what an Action Center is and how they work in modo.
2 01:47 Selection Example of the 'Selection' Action Center.
3 02:58 Sel. Auto Axis Example of the 'Selection Auto-Axis' Action Center.
4 03:50 Element Example of the 'Element' Action Center.
5 05:18 Screen Example of the 'Screen' Action Center.
6 06:01 Origin Example of the 'Origin' Action Center.
7 06:30 Parent Example of the 'Parent' Action Center.
8 08:40 Local Example of the 'Local' Action Center.
9 10:06 Pivot Example of the 'Pivot' Action Center.
10 13:16 Custom ACs Rich explains what a custom Action Center is and how to set one up.
11 15:45 Item Transforms Item Transforms and how they relate to Action Centers.
  20:24 Total Video Time  

 

Channels - Explanation of what 'Channels' are, their different types and the how and why of user channels.

Tab Time Chapter Description
1 01:01 Channel List Listing of some the various types of channels related to items.
2 02:32 Matrix/Vector Explanation of Vector and Matrix channel types.
3 06:46 User Channel What is a User Channel and why would you add one.
4 08:43 User Channel Types Listing of the various user channels types available.
5 09:47 Distance Channel Explanation of the Distance Channel type.
6 11:38 Angle Channel Explanation of the Angle Channel type.
7 14:08 Percentage Explanation of the Percentage Channel type.
8 14:55 Integer Channel Explanation of the Integer Channel type.
9 15:46 Channel Options Detailing of some of the various Channel options.
10 20:42 Re-order Channels Changing the order of Channels in the channel list and its affect.
11 22:23 Advanced Options Some advanced concepts regarding the usage of Channels in rigging.
12 24:09 Boolean Channel Explanation of the Boolean Channel type.
13 25:43 String Channel Explanation of the String Channel type.
14 26:29 Matrix Channel Explanation of the Matrix Channel type.
  27:23 Total Video Time  

 

Alignment and 'Set' Tools - Look at all the alignment tools how to use them in real world rigging tasks.

Tab Time Chapter Description
1 00:15 Matching Tools Demonstrations of the tools that match another items transform state.
2 06:28 Alignment Demonstration of the alignment tools that modify positions and rotations.
3 10:07 CentersPivots Explanation of the importance of a Center or Pivot in relation to the geometry.
4 13:02 Work Plane Understanding and using the work plane to control object positions and relations.
5 15:12 Set Pos/Rot Demonstration of the Set commands.
6 18:24 Center to Pivot Demonstration of the Center to Pivot command.
5 20:28 Mirror Tools Proper mirroring of items is explained.
6 22:33 Drop Actions Demonstration of all the different drop actions available for easy item positioning.
  29:06 Total Video Time  

 

 

Foundation - Intermediate

Keyframes and Dope Sheet - How to create key frames, what they are and how to use the dope sheet to modify them.

Tab Time Chapter Description
1 00:10 Differences The difference between the terms 'Rigging' and 'Animation' are explained.
2 02:46 What is Key Rich explains in detail what a keyframe is and how it got its name.
3 04:07 Set Keyframe Why and how keyframes are set for Channels is explained.
4 05:16 Channel States Details the different colors displayed representing the different channel states.
5 06:59 Auto Key Setup Setting up modo for Auto Keyframe creation
6 09:02 Alt Keyframe Set Rich demonstrates some alternate ways to set a keyframe.
7 11:10 Remove Keyframe How to delete a keyframe from an animation.
8 13:02 Navigate Keys Navigating the timeline when keyframes are set.
9 14:22 Timeline Rich discusses the timeline as it relates to keyframes.
10 16:11 Timeline Options Explanation of the options for the timeline.
11 17:32 Keys & Channels How to properly keyframe transform items.
12 19:46 Dope Sheet How to open and use the dope sheet for easy keyframe manipulation.
  29:13 Total Video Time  

 

Graph Editor - How to use the graph editor, all its functions.. as it applies to both animation and rigging.

Tab Time Chapter Description
1 00:32 Definition An explanation of the Graph Editor and its uses for Animation and Rigging.
2 01:49 Open Editor Opening of the editor viewport and curve example.
3 04:38 Slope Types Demonstrations of each type of Curve
4 09:40 Weight Option Definition of Weight as it applies to the curve handles.
5 12:36 Other Options Additional options available to manipulate the points of the channel curve.
6 21:08 Context Menu Coverage of the RMB context menu.
7 24:37 Wrap-up Wrap up summary of important information demonstrated in this video.
  25:29 Total Video Time  

 

Parenting and Hierarchies - Talk about parenting, hierarchies, dynamic parenting and how they all play together with transforms.

Tab Time Chapter Description
1 00:17 Parenting Def. Definition of what Parenting is and how it pertains to rigging.
2 03:45 Hierarchy Def. Definition of a Hierarchy with examples of how they work with rig setups.
3 06:21 Hierarchy Tools Various tools and options for defining parenting in Item hierarchies.
4 12:21 Dynamic Parenting Explanation of Dynamic Parenting with examples of how to set it up and use it.
5 16:31 DP Example Rich uses his infamous Robot Leg to demonstrate his use of Dynamic Parenting for rigging.
  21:14 Total Video Time  

 

Referencing - Check the state of referencing in modo and if it can apply to rigging or not.

Tab Time Chapter Description
1 00:08 Ref. Definition Definition of what referencing is and how it works in modo.
2 08:23 Reference Example Some examples of where and when to use referencing for rigging.
  14:08 Total Video Time  

 

Duplicating and Instances - Talk about duplicating, mirroring, instancing items / hierarchies.

Tab Time Chapter Description
1 00:11 Overview Detailed walkthrough of the Duplication and Instancing function as it relates to rigging.
2 12:57 Duplication Tools Overview of the various duplication tools and how they work for rigging applications.
  25:25 Total Video Time  

 

Locator Options - Look at how you can use locators shapes, colors and other options for rigging.

Tab Time Chapter Description
1 00:20 Display Panel Location and Options of the 'Display' viewport panel.
2 07:16 Labels Applying Labels to items in the viewport for easier identification.
3 09:27 Draw Options Various draw options available to items in the 3D viewports.
4 13:23 Locator Draw Locator Draw options available.
5 17:35 Locator Shapes All the various Locator Shape options covered in detail.
6 18:52 Locator Links Linking Locators to other items in the scene for easy referencing cues.
  25:12 Total Video Time  

 

Groups - Describe what groups are and how can they be used for rigging.

Tab Time Chapter Description
1 00:07 Definition Demonstration of differences between different types of modo groups.
2 02:02 Add Group How to add a group to a scene and populate it with items and channels.
3 05:23 Group Uses Different ways to use a group for setting keyframes and rigging.
4 13:28 Advanced Options Groups overrides and their behaviors explained.
5 20:30 Context Example An example of working with a simple rig and a proper group.
  23:21 Total Video Time  

 

Curves - How to use curves for rigging, the curve types and issues we have to deal with in a real rig.

Tab Time Chapter Description
1 00:30 Standard Curve Drawing out a standard curve.
2 01:48 Tool Options Discussion of the various Curve tool options
3 04:22 Point Order Description of how Point order affects the curve for rigging.
4 08:21 Bezier Curve Drawing out a Bezier Curve.
5 11:37 Extract Curve Extracting points from a surface to make a curve.
6 13:32 Curve Deform Deforming a Curve item.
7 15:09 Bezier Deform Deforming a Bezier item.
  17:48 Total Video Time  

 

 

Foundation - Advanced

Deformers - Breakdown the current state of deformers and how to use the 3 we have been given (WM, Morph and MDD).

Tab Time Chapter Description
1 00:07 Deformer Def Location and Options of the 'Display' viewport panel.
2 01:48 MDD Deformer Applying Labels to items in the viewport for easier identification.
3 09:28 Morph Deformer Various draw options available to items in the 3D viewports.
4 18:43 Weight Deformer Locator Draw options available.
5 30:56 Deformers in Use All the various Locator Shape options covered in detail.
  48:36 Total Video Time  

 

Schematic View - Show to use the schematic view and the channel links panel and all the UI involved in making them work.

Tab Time Chapter Description
1 00:30 Channel Links Demonstration of the Channels Links palettes for making simple channel to channel connections.
2 04:39 Schematic View Detailed coverage of using the Schematic Viewport.
3 09:35 Channel Types Working with different channel types and connecting them together.
4 15:37 Advanced Rig Demonstration for why the Schematic View is so important to the rigging process.
  20:17 Total Video Time  

 

Inverse Kinematics - Talk all about IK, how to use it and what to watch out for.

Tab Time Chapter Description
1 01:35 What is IK Definition of Inverse Kinematics in modo.
2 02:15 How to Setup IK Walk through of the steps to set up a proper IK chain.
3 08:10 Orient & Blend Explanation of the Orient and Blend options of the IK constraint.
4 11:35 Add IK Foot How to properly add a foot to the end of an IK chain.
5 15:10 IK Goal Adding of a goal to the IK chain for easy manipulation.
6 20:54 FK/IK Blending Option to blend between Forward and Inverse Kinematics.
7 26:33 Angle Output Explanation of the Angle Output option.
  28:25 Total Video Time  

 

Constraints - Go through each constraint and show how they are used.

Tab Time Chapter Description
1 0:01:51 Adding Constraints Demonstration of the proper way to add a constrain to an item or multiple items.
2 0:07:12 Removing Const. Demonstration of how to remove a constrain form the scene.
3 0:11:50 Direction Demonstration of the Direction Constraint.
4 0:20:06 Geometry Demonstration of the Geometry Constraint.
5 0:33:59 Path Demonstration of the Path Constraint.
6 0:47:11 Intersect Demonstration of the Intersect Constraint.
4 0:57:15 Intersect 2 Additional demonstrations of the Intersect Constraint.
5 1:07:17 Distance Demonstration of the Distance Constraint.
6 1:12:03 Extra Options Reference of the options available to Constraints and their application.
  1:23:41 Total Video Time  

 

Constraints in Action - Demonstrations of using constraints in a rigging sense.

Tab Time Chapter Description
1 0:00:44 Wheel Example Demonstration of constraints used for a rolling wheel.
2 0:19:26 Normal Example Demonstration of constraints used to attach an object to a point aligned to its normal.
3 0:41:03 Turret Example Demonstration of constraints used to control a gun turret assigned to a curved path.
  1:11:29 Total Video Time  

 

Modifiers - An in-depth view of each modifier, how to use it as well as some general modifier usage knowledge.

Tab Time Chapter Description
1 00:01:22 What Is Modifier Definition of what Modifiers are in modo.
2 00:09:17 Modifiers Intro Introduction of how to use and apply Modifiers.
3 00:10:14 Channel Modifiers Modifiers that affect channels.
4 00:26:09 Conditional Explanation of the Logic operators.
5 00:40:08 Constraint Overview of Constraints (covered in 'Constraints' section).
6 00:40:51 Time
Linking Locators to other items in the scene for easy rig referencing.
7 00:43:08 Measure Explanation of the Measuring Modifiers.
8 00:47:24 Other Modifiers Coverage for miscellaneous Modifiers.
9 01:03:40 Math Modifiers Explanation of the Math operation Modifiers.
10 01:31:16 Matrix Explanation of the Matrix Modifiers.
11 01:47:11 Vector Explanation of the Vector Modifiers.
  01:59:50 Total Video Time  

 

Modifiers in Action - A couple of real world examples of putting together a series of modifiers to achieve a specific result.

Tab Time Chapter Description
1 00:00:15 Clock Example Rich demonstrates how he will build a working clock.
2 00:04:02 Second Hand Setting up the second hand for the clock.
3 00:09:10 Minute Hand Setting up the minute hand for the clock.
4 00:11:27 Hour Hand Setting up the hour hand for the clock.
5 00:20:00 Hand Relationship Defining the relationships for the second hand spinning interval.
6 00:25:15 Lock Example Rich demonstrates how he will build a working combination lock.
7 00:31:00 Arm Logic Setting up the logic for the arm.
8 00:49:04 Wheel Logic Setting up the logic for the wheels spinning.
9 01:04:22 Compare Values Comparing the values for the locks combination allowing it to open.
  01:20:34 Total Video Time  

 

Assemblies and Rigging UI - Talk about how to use locators, user channels and assembly tab commands to make rigging UI's.

Tab Time Chapter Description
1 02:08 Assembly Viewport Details of what an Assembly Gorup is and how they are useful.
2 10:45 Pick Walk Example Example of what the Pick Walk feature does.
3 17:52 Rigging UI Making popup channel controls when items are selected.
4 25:33 Rig UI Example An example of a series of channel controls defined for an item.
5 28:04 Assemblies Assembly presets explained and demonstrated.
  38:19 Total Video Time  

 

Assembly Groups - In depth look at how to setup and use assembly groups.

Tab Time Chapter Description
1 00:08 Definition Details of what an Assembly Group is and how they are useful.
2 01:19 Basic Demo Rich demonstrates the building of a basic Assembly Group.
3 09:00 Add Complexity Some additional modifiers are added to an existing assembly.
4 11:04 Instancing A demonstration of instancing of an assembly and why that is useful.
5 16:37 Assembly UI Explores the relationship between the Groups viewport and related Assemblies.
6 25:51 Using Items Using output items in an Assembly.
7 38:50 Mirroring Mirroring of the Assembly.
8 45:58 Assembly Preset Defining a Preset to allow the Assembly to be used in different scenes.
  53:18 Total Video Time  

 

 

Mine Scene Tutorial

Overview - Explanation of the parameters of the Mining Scene and explanation of the tutorials section.

Tab Time Chapter Description
1 00:00 Start Rich explains the Tutorials Section of the Training
  05:47 Total Video Time  

 

Train Overview - Discussion of requirements necessary for the Train Engine and Hopper Car tutorials.

Tab Time Chapter Description
1 00:00 Start Rich explains the Tutorials Section of the Training
  05:21 Total Video Time  

 

Train Engine Tutorial Part 1 - Organizing and planning out of the Train Engine rig using Rig Sketch and prototypes.

Tab Time Chapter Description
1 00:00:00 Introduction Introduction to Locomotive Engine and explanation of what needs to be done.
2 00:02:41 Organization Plan How to organize the model for a production environment.
3 00:05:41 Naming Standards Best practices to use for when naming items and layers.
4 00:06:30 Organize Model Actual process of organizing the different layers needed for the train rigging.
5 00:15:58 Placing Centers Positioning of 'Centers' is important preparation for animation.
6 00:24:09 Rig Planning Rig Sketch walkthrough or what is necessary to rig the action at hand.
5 00:35:06 Rig Prototype A basic prototype to decide if the technique outlined in the Rig Sketch will actually work.
  01:02:15 Total Video Time  

 

Train Engine Tutorial Part 2 - Building and applying the Rig, including adding user channels, modifiers and rig controllers.

Tab Time Chapter Description
1 00:00:08 Locators & Setup Setting up of Locators and planning out colors.
2 00:17:43 User Channels Creation of the necessary user channels.
3 00:23:38 Building Mods Adding the necessary modifiers to the scene.
4 00:28:05 Connecting Riders Conecting the 'riders' to the curve and hooking up the channels in the Schematic view.
5 00:49:36 Connecting Mesh Attaching the train elements to the rigged locators.
6 00:54:46 Attaching Wheels Attaching the wheels to the train and making them roll.
5 01:10:58 Train Rig UI Planning and executing the rig UI to control the train with a Rig Sketch.
6 01:16:18 Prototype Rig UI prototype proof-of-concept.
7 01:24:08 Rig Control Building up the rig control assembly.
8 01:45:32 Assembly Preset Exporting the rig controller into a preset asset for later use.
9 01:49:09 Applying Preset Applying the assembly preset to the locomotive engine.
10 01:58:19 Lock Selections Controlling what the end user can and cannot select.
  02:02:30 Total Video Time  

 

Hopper Car Tutorial - Hopper car wheels are rigged for suspension and sway and doors controllers are added as well.

Tab Time Chapter Description
1 00:00:53 Organize Layers Organizing the layers to prepare for rigging.
2 00:18:03 Rig Planning Rig Sketch to plan out rigging for the hopper car.
3 00:26:38 Rig Prototype Prototype to test the ideas developed in the rig sketch section.
4 00:52:06 Locators & Setup Applying the prototype concepts to the actual Hopper Car scene.
5 01:04:25 User Channels Adding the necessary User Channels to the scene.
6 01:11:36 Adding Modifiers Adding the necessary Modifiers to the scene.
5 01:23:15 Control Sway Adding in the controllers to make the Hopper Car sway.
6 01:27:21 Hopper Doors Rigging up some controllers for the lower hopper doors.
7 01:38:27 Parent Geometry Connecting the geometry to the rigging locators.
8 01:41:51 Spring Deformer Adding in deformers and dynamic parenting them.
9 01:51:26 Rig UI Rig Sketch to plan out the Hopper Car rig controls.
10 01:56:14 Add UI Controls Adding in of the Rig UI controllers.
11 02:12:15 Door Controls Hooking up the UI controllers to the Hopper doors.
12 02:18:53 Wheels Roll Connecting the wheels and making them roll.
  02:27:59 Total Video Time  

 

Train Assembly - Rigging of the couplers and final assembly of the Engine and Hopper into the mine scene.

Tab Time Chapter Description
1 00:00:16 Overview Rig Sketch plan of how to assemble the train and hopper car together.
2 00:09:04 Coupler Rig Set-up Locators and add Constraints necessary to control the couplers between trains.
3 00:34:35 Setup Logic Adding the User Channels and Modifiers that control the cars position along the curve.
4 01:00:43 Scene Prototype Setup of multiple cars in a scene.
5 01:11:17 Curve Resolve Curve imprecision issue Rich spoke of in Engine tutorial rears its ugly head.
6 01:13:19 Extract Curve Making a curve from the tracks in the mine scene.
5 01:17:21 Scene Assemble Importing final rigged elements into the scene and attaching them to the extracted curve.
  01:31:05 Total Video Time  

 

Crane Overview - Discussion of requirements necessary for the Crane and its network of cables.

Tab Time Chapter Description
1 00:00 Start Rich explains the Crane Tutorials Section of the Training
  03:26 Total Video Time  

 

Crane Tutorial Part 1 - Organizations and planning out the boom arm rigging.

Tab Time Chapter Description
1 00:00:14 Model Prep Preparing the raw geometry for rigging.
2 00:05:54 Rig Planning Planning out the rig for the Boom arm.
3 00:15:49 Locators & Setup Adding the necessary locators to the scene.
4 00:38:16 User Channels Adding the User Channels and hooking up the modifiers.
5 00:59:45 Scene Prototype Making the Assembly Group for the cable wheels.
6 01:23:07 Arm Assembly Connecting the controls to the boom arm locators.
  01:29:06 Total Video Time  

 

Crane Tutorial Part 2 - Rigging of the boom are and cables, controllers added and parenting of the geometry.

Tab Time Chapter Description
1 00:00:04 Rig Sketch Planning the rig necessary to control the bucket motions.
2 00:05:51 Locators & Setup Adding in of Locators and setting up the necessary Modifiers.
3 00:12:34 Boom Arm IK Adding in the IK to control the Boom Arm.
4 00:28:00 Rig Cleanup Consolidating the controls of the Crane.
5 00:35:30 ParentingGeometry Connecting the Locators to the actual Crane geometry.
6 00:45:33 Test Setup Testing the controls and troubleshooting issues that arise.
5 00:55:04 Attach Cables Connecting the cables to the pulleys so they animate and scale properly.
6 01:21:09 Wrap Up Finishing the cables.
  01:22:16 Total Video Time  

 

Crane Tutorial Part 3 - Rigging of the bucket mechanism and pulley wheel controllers. Rig UI planning and execution.

Tab Time Chapter Description
1 00:00:00 Bucket Rig Sketch Planning out the functions of the buckets animation.
2 00:06:45 Bucket Rigging Adding the two IK chains to the bucket to control its complex motion.
3 00:32:36 Rigging Hierarchy Setting up the hierarchy/parenting of the items for proper rigging.
4 00:38:39 Cables Setting up the cables that control the bucket opening and closing.
5 00:54:12 Control Structure Adding in the necessary animation controls.
6 01:13:04 Bucket Controller Rigging UI controls for the open and close action with a relationship.
5 01:32:46 Vis Controls Setting up the controls to turn visibility on and off for the various controls.
  01:37:54 Total Video Time  

 

Crane Assembly - Final Assembly of the Crane into the completed mining scene.

Tab Time Chapter Description
1 00:00 Start Rich imports and places the Crane into the final completed scene.
  04:13 Total Video Time  

 

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