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Modifiers in Action


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Modifiers in Action

Animation modifiers provide users a way to procedurally control elements within a scene without requiring direct keyframe values. Useful functions such as keeping elements centered between others, or forcing an element to always face toward the camera are options possible with modifiers. The 'Modifiers' page covers each modifier and its application and use, the 'Modifiers in Action' page shows some actual usage scenarios of Modifiers (selected above) where Rich builds a real working clock based on the timeline, with some additional controls and a real working combination lock, demonstrating the thought process of solving complex rigging scenarios with linked modifiers producing programming like logic.

  1. Video Contents
  2. FAQs
  3. Resources

Users can jump ahead to a specific section by using the Chapter selection widget on the right side of the player or by directly clicking any of the Chapter Title links below.

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  

 

Frequently Asked Questions--

Clock--

Q.) He says "scoped" this out, what does that mean?

A.) It just means organizing the rig into folders so its easier to find elements. naming conventions and rig organization are a VERY big part of being an effective rigger. Check out the full tutorials for more info.

Q.) His timeline is HUGE, it is set anywhere from 25,000 to 50,000 frames, why?

A.) This is so that when the clock is played in real time there are enough frames to prevent it from starting over during playback in the demo. Chances are you will never need to create an animation that is 25,000 frames long, let alone 50,000 frames long... lord help you if you do :)

Q.) He uses the "Add Channel Modifier..." from the menus and not from within the schematic, why?

A.) When you add a modifier from the schematic it will put that modifier under the global scene but not anywhere in the item list. To add it directly into the item list you need to use the option in the menu. Check out the Modifiers section for more info.

Q.) He uses the word "Gooey" a lot, what does that mean?

A.) It's spelled "GUI" but pronounced "Gooey" and it means Graphical User Interface. Its just short hand for any kind of visual control an application or operating system gives you with controls you can click on or type into.

Lock--

Q.) He says "Fires" when talking about Transform Items, what does that mean?

A.) "Fires" just means "Evaluate", so the transform items evaluate from the bottom of the list to the top of the list. Check out the Transform Item section for more info.

Q.) As he is working in the channel list I see a "Position Zero" transform item, what is that for?

A.) In the properties panel you get the option to "zero" out the values on an item for either position, rotation or scale. The way modo does this is to add a transform item to negate the values entered into the primary transform item (for pos, rot or scale, depending). That way you see "0,0,0" for position and rotation or "1,1,1" for scale. Check out the Transform Items section for more info.

Q.) He says to make the value a "whole number" but when he uses the floor, he says it's used to make an "Integer", why?

A.) Whole numbers and Integers are the same thing, a number that has no decimal places. So "1" is a whole number or integer, "1.2" is a floating point number. Check out the Channels section for more info.

Q.) When he clicks on the ring and/or the "Click Me" circle two different looking things appear, why?

A.) Those are the two different "popovers" that modo gives you as rigging UI that can appear in the 3D viewport. To learn how to create them check out the Assemblies and Rigging UI section.

 

Resources--

Links to the modo in-line help system
Docs: Modifiers
Docs: Graph Editor
Docs: Groups

Links to other pages in this training
Training: Modifiers
Training: Schematic
Training: Assemblies and Rigging UI
Training: Centers and Pivots
Training: Channels
Training: Keyframes and Dopesheet
Training: Graph Editor
Training: Transform Items
Training: Groups

Files--

Links to the modo scenes used in the video
(click to open in modo)
File: ModifersInActionA_01.lxo
File: ModifersInActionA_02.lxo
File: ModifersInActionB_01.lxo
File: ModifersInActionB_02.lxo

 

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