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MODO 701 SP5 & MeshFusion 102 Updates | Clustr

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MODO 701 SP5 & MeshFusion 102 Updates

Published:  March 16, 2014    Category:  3D Graphics, Software    Published by:  GriT  
MODO 701 SP5 is now available to download. In addition, there is a new update to MeshFusion, the fancy boolean plugin, released by Braid Art Labs. The latter, you can check out 3 new feature videos demonstrating thin mesh support, new mesh output options and achieving smooth & crispy-sharp surfaces.

MODO 701 SP5 Details

  • Clears image cache between rendered frames to avoid issue where animation renders with large image sequences would use more memory with each rendered frame.
  • Fixes bug which caused images to use up to 6X the memory normally required.
  • Fixes memory leak on network render slaves, where the frame buffer was allocated for every job during a frame, leading to slave failures when rendering very large frames.
  • Fixes memory leak when rendering with Render Booleans.
  • Fixes potential crash creating a color preset by dragging the color swatch into the Preset Browser.
  • Fixes potential deadlock in Preview when rearranging items in the Shader tree.
  • Fixes potential deadlock in Preview when changing frames in the timeline.
  • Fixes potential deadlock in evaluation of Alembic deformer.
  • Fixes potential crash if the Particle Pen tool was active when changing to the Render tab.
  • Fixes bug where the Contour tool segment count was one less than the number of edges created.
  • Fixes case where selection conversion from edges to polygons was incorrect.
  • Fixes bug where Bezier tool would reset the 'closed' setting when activated.
  • Mac: Fixes localization issue with double-byte characters used in Menus.

Updates to FBX 2013

  • Fixes bug where a MODO_RenderSettings locator would be created when importing FBX files and merging with existing items.
  • Fixes bind pose computation.
  • Fixes issue with incorrect rotation order when there are no bind poses in the file.
  • Fixes bug where weight imports were incorrect.
  • Adds saving and loading of morph influence animations.
  • Adds saving and loading of camera field of view.
  • Adds animated Material properties import/export.
  • Optimizes saver keyframe creation optimization reducing export times on test scenes by factors of 2X-3X.
  • Morph influence animations, as well as morph influence animations for selected Actor's actions can be exported if "Export actions into separate takes" has been selected in preferences.
  • Fixes bug where the Mesh Smoothness setting was not working correctly.
  • Fixes bug where animation curves were being exported on driven channels, instead of being sampled.

MODO 701 SP5 Known Issues

Potential crash importing 3DS files into Modo.  This is bug in the Autodesk FBX plugins which are used to import 3DS files into Modo.
Workaround: Use a different format, such as FBX.

There is a known issue in Unity with importing FBX blend shapes, including those from MODO. From the Unity 4.3.3 release notes: Blend shapes animation from FbxSdk later than 2011 will not be imported.
Workaround: Set the MODO Preferences > File I/O > FBX 2013 Export to FBX 2011 when exporting morphs to Unity.

Potential crash with CAD exporter when exporting multiple items.
Workaround: Merge Meshes before export.

Potential crash when interacting with Modo schematic whilst simulating.
Workaround: Refrain from changing nodal flows whilst actively simulating.

601 Scenes with Shadow Catcher’s may unintentionally contribute to the alpha.
Workaround : Recreate the specific Shadow Catcher item in Modo 701.

UV corruption on OBJ export when some polygons are missing UVS.
Workaround: make sure all polys have uvs assigned.

Assembly exported from item list context menu results in poor visual layout of nodes on import.
Workaround : Save from Schematic.

Potential problems with reopening scenes saved with large particle caches.
Workaround : Delete Cache before closing Modo.

Tiled textures in viewport not matching Preview.
Workaround: set the legacyUVRotation channel on the texture locator to true.

Render Animation command fails to warn Tiled EXR must be at least 1024x1024.
Workaround: Set Render resolution to 1024 minimum.

Weight maps created via script cannot be undone.

Network Rendering currently doesn’t support Realflow particles.

Plugging in A Wacom while Modo Linux is running can cause undesired movement.
Workaround: Plug in before application startup or restart.

Mirrored to the positive axis Instances have inverted normals when saving to OBJ.
Workaround: Convert instances before save and freeze transform.

Lights in instanced assemblies appear not to contribute.
Workaround: Recreate Light materials for instanced lights.

In the Shader Tree, choosing a group in the clip browser causes Add Layer to fail.
Workaround: In the clip browser, choose a single image instead of the group, and then change to the image group using the Texture Layer's Properties tab.

Multi-res sculpting leaves potential artifacts when mesh is off origin.
Workaround: Use Item Reference System to center mesh when sculpting.

Toggling the visibility of a color map on a mesh that also has a vector displacement map will cause the vector displacement to be reapplied additively in GL views.
Workaround: Toggle visibility of the displacement map to reset displacements to the correct level.

The Replace Source option on the Clone Effector (present in many cloning/mirroring tools) does not work with meshes.  The option was intended for curve cloning and it’s functionality was disabled in MODO 701 SP4 for non-curve meshes due to inconsistent behavior.  The option will be removed in a future MODO version.

Previous Known Issues Fixed in SP5

Potential crash when dragging and dropping a color from the Color Picker into the Preset Browser to save it as a preset.


More on MeshFushion Updates here.

Source:  The Foundry      Share:    Views: 1491

   

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