It has some technical/topological issues that must be fixed.
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Is there any way do do that?
Random miltering edges are annoying as hell.
Used to just click and drag on random viewport area instead of handle, now its almost impossible.

Random miltering edges are annoying as hell.
Used to just click and drag on random viewport area instead of handle, now its almost impossible.

So tiny yes so important (in my opinion) thing
How to NOT see selections behind solid geometry?
in Modo ForumsWorkflow SpecificModeling & RetopologyIt needs to be 99% in order for selections to not show through, not zero
my bad, it should be 99 indeed :)
How to NOT see selections behind solid geometry?
in Modo ForumsWorkflow SpecificModeling & Retopology
set to 0 and restart modo afterwards
Dunno for sure, but Tor uses 11.1 beta version and it is named "Tor Frick edition" (you can see it on the top of the app window) so maybe such addition will in 11.1
this topic has been brought up many times before.
just like fixing the bevel tool problems, it seems like such tasks for foundry are impossible to complete.
they'd rather add some "new" features than fix old problems
just like fixing the bevel tool problems, it seems like such tasks for foundry are impossible to complete.
they'd rather add some "new" features than fix old problems
Problem solved.
It seems like 'Show Geometry Boundaries' parameter drains a lot of performance from Modo's viewport.

It seems like 'Show Geometry Boundaries' parameter drains a lot of performance from Modo's viewport.

The footage below is pretty much explain itself.
https://gfycat.com/ZanyFinishedHectorsdolphin
One funny note is that resulting Duplicated Mesh lags even in completely new empty scene.
Modo 11, Win 10
I have attached an example of just one item that lags by itself on my PC
https://gfycat.com/ZanyFinishedHectorsdolphin
One funny note is that resulting Duplicated Mesh lags even in completely new empty scene.
Modo 11, Win 10
I have attached an example of just one item that lags by itself on my PC
You guys deliver links like 11'th modo delivers new features
At this point it would be cool to see at least a sneak peek of 11 version since, well, 10th version was released more than a year ago.
+1
Well, let us all cross our fingers and hope that 11 will be released with a major UV-toolset updates.
Dont mean to be rude but it seems like you have no idea what you're talking about.
It is a critical thing that has to be implemented in Modo.
Its just super frustrating to not being able to detect inverted normals.
While baking literally hundreds of items per bake it is really annoying to have those black-ish meshes as result.
And in addition to all that - Unity does not properly support inverted normals.
Its just super frustrating to not being able to detect inverted normals.
While baking literally hundreds of items per bake it is really annoying to have those black-ish meshes as result.
And in addition to all that - Unity does not properly support inverted normals.
Quote from Duncan Hopkins :
What was it like with shadows?
Also, what hardware was this using? Please. Ta.
With shadows it was just a bit(5-7 fps) faster than Default.
Specs are:
Core I7 4.7 GHz
GTX 1070
16 GB RAM
1st image - Default viewport
2nd - Advanced


It's a minor bug but still pretty annoying.
2nd - Advanced


It's a minor bug but still pretty annoying.
Just did a quick stress-test with a heavy scene and guess what - Advanced viewport with 4x AA and turned off shadows actually 20% faster than regular default viewport.
That is just awesome :)
That is just awesome :)
Quote from Dino Zanco :
Check Replace Source in the Mirror Op properties.
Thank you very much :)
Quote from Dino Zanco :
(running to conclusions is not the best of strategies)
You can turn off your original, then still select and edit it as you normally would.
(check Make Inactive Same as Active for this to work)
Dont you see that the left side's wireframe cage is twice as thick even with what you've suggested?

Blindly defend a software while it clearly has a flaw is not the best of strategies either.
Quote from funk :
Me too
Glad that I'm not the only one :)
Quote from Dino Zanco :
(Andy shows the starting Merge Meshes trick at the end of this video)
Thank you.
I've already found this workaround but still it is not the same thing - with this trick you are ending up with overlapping geometry in viewport and its pretty visible by the wireframe thickness which is twice as thick.
Anyways, hope for some sort of implementation of this feature in future :)
Is there any way to see the final model(not ghosted blue-ish overlay) and still be able to model?
basically like ghosted mode but without shaded blue overlay.
instead of this:

or this:

to be like this and editable:

thanks.
basically like ghosted mode but without shaded blue overlay.
instead of this:

or this:

to be like this and editable:

thanks.
at 7:13 modo screws up local scaling and Andy just jently ignores his initial intetion to scale those parts.
Quote from Dino Zanco :
(link)
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