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10/11/2010 04:47:07

BinaryGenesis
BinaryGenesis
Posts: 9
Hey all, I don't know if anyone uses Modo for modelling but I am working on a tutorial for it. Just a preemptive note: There is no working ASE exporter (at least for Modo 401). However, I have discovered a work around. Again, the video is coming soon but the trick is to export from Modo into Wavefront OBJ format and then import into any program you have that supports ASE export. Since OBJ is a fairly common filetype, just about all 3D software has an option for it.



If you use Modo, you know why you would want to use it to model and then export through a 3rd party program. If you don't use Modo and you are pretty good with another 3D package, you can keep doing what you're doing.




Modo, as far as I am concerned is the best program out there for modelling so I like to use it. I am using 3DS Max as a passthrough to ASE for now. Modo is growing in popularity so there may well be an ASE export feature or even an ActorX plugin in the near future (I am speculating and this isn't confirmed).




Anyway, between working 2 1/2 jobs, I should be able to get a tutorial online soon!
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10/11/2010 10:01:30

Emily
Emily
(Account inactive)
Posts: 346
Brilliant - that's really good to know!

I don't use Modo myself, but some of the other folk here do, so thanks for the heads up.

A tutorial is always welcome, whenever you get the time. With 2 1/2 jobs I'm amazed you can find time for anything!

Cheers,

Emily.
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10/11/2010 10:23:33

glasgowjim
glasgowjim
Posts: 698
Hi BinaryGenesis,

There is actually an .ASE exporter script for Modo which works with Modo 401 (I tried it out with the free trial last week). I didn't use it extensively (as I have never used Modo), but it looked to me like it worked ok apart from one problem: It assumes that all of your textures are in .tga format,have the same name as the material that they are applied to and that they are located on the root of your C: drive.


The Modo script can be found at the link below, it’s the one called “ASE exporter for Unreal v1.08”.
http://www.zspline.net/blogs/blog.php/2009/04/03/modo-scripts

The tutorial for getting objects into the Unreal Editor can be found at the same site, which is pretty much what you would need to do to get the object into Muvizu:
http://www.zspline.net/blogs/blog.php/2009/04/21/modo-to-unreal-part-1


Hopefully this might make things a bit easier for you.

Take care,
-Jim
edited by glasgowjim on 11/10/2010
edited by glasgowjim on 11/10/2010
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10/11/2010 10:39:28

claireqMuvizu staff
claireq
Posts: 95
Your work around will work well but some people won't have access to 3DS MAX.
As you have mentioned, I won't use any other software for modelling as it is far superior, cheaper and much easier to learn than other packages.
Having played around with the script mentioned by Jim I would definetly say that this is a very good resource and one which is discussed quite a lot on the luxology forums.
http://forums.luxology.com/support/search.aspx?mode=Filter&forum=0&keywords=ASEExport4Unreal
The only tip I would give you is make sure (if you haven't already) that Modo's unit system is changed to game units, otherwise the model you import into Muvizu will be tiny.
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11/11/2010 02:24:30

BinaryGenesis
BinaryGenesis
Posts: 9
claireq wrote:
Your work around will work well but some people won't have access to 3DS MAX.
As you have mentioned, I won't use any other software for modelling as it is far superior, cheaper and much easier to learn than other packages.
Having played around with the script mentioned by Jim I would definetly say that this is a very good resource and one which is discussed quite a lot on the luxology forums.
http://forums.luxology.com/support/search.aspx?mode=Filter&forum=0&keywords=ASEExport4Unreal
The only tip I would give you is make sure (if you haven't already) that Modo's unit system is changed to game units, otherwise the model you import into Muvizu will be tiny.



First off, you don't need 3DS max for this. It's just an example. The good thing about .OBJ is that it's such a common format that most software uses it, including Blender, which is free and also has an available ASE exporter. The only reason that I use 3DS max is, A) I have it and, B) I know it better than most Windows modelling packages because I am mostly a Mac guy but have done some Unreal Mapping in the past and Max was the way to go and it is a great program. I actually wish there was a Mac version of it. That being said, after a kind of awkward learning curve with Modo, I REALLY, REALLY like Modo.




Also, I did find that ASE exporter for Modo and it didn't work for me. I have Modo 401 but it's SP3. I know SP5 came out recently so maybe I need to upgrade or something.




Anyway, bottom line is if you are using Modo and having trouble with the ASE exporter, this export to OBJ, import to something that imports OBJ and exports ASE is a relatively painless work around.
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