Ideal Workflow Modo + Unity?

Hi there,

I’m now using Modo for most of my modelling but I guess I’m a bit spoiled by the super-comfortable integration that Cheetah3d has with Unity … while with Modo … I guess I still need to learn a little (or maybe Modo and/or Unity have to “learn”) :wink:

First, I used Modo’s feature of storing my scenes directly into FBX - which was quite nice for working with Unity. But it turned out that doing that I lose quite a bit of the project settings in Modo (like materials/texturing for instance, or the camera/light being recreated every time I open the project).

So now I’ve moved to keeping lxo-files and only export “on demand”. Or have a separate FBX-project to which I copy the models from the LXO-project when they’re “ready”. That works “okay” but it’s not really nice :wink:

Is there any advice on how to best set up a Modo/Unity workflow? Would you recommend going with a “per case” solution (LXO-project in some cases, FBX in others) or are there other solutions as the ones I’ve already tried?

I usually work very closely with Unity and the modelling tool: I tweak a bit on the model in Modo, then check how it looks in Unity, go back to Modo and so on. It would be great if I could find a way of doing that “smoothly” (ATM, it’s not really smooth) :wink:

Also: Is improved Modo integration planned for Unity (and is that something that Unity can fix at all … or would Modo have to change its FBX-export)?

Sunny regards,
Jashan

you could try this :twisted:
http://www.luxology.com/whatismodo/document/modo302_developer_file_IO_SDK.pdf

:twisted:

but think you will hit the fbx barrier

So just rip the file directly with voodoo

:slight_smile:

warning

fore-mentioned approach may encourage ufo visitations

oh man, I’ve tried it … and now I was abducted … it’s fun here, though (got a machine with Unity installed to work with)

(posted from my iPod touch in a far far away galaxy of which I can’t even spell the name)

Please send back et gaming technology

perhaps they have managed to overcome the speed of fbx dev

In several of the modcasts lately, the Lux team has talked about improving support for COLLADA, but nothing about fbx has been mentioned. So, on the flip side, what are the chances we’ll have COLLADA support in Unity any time soon?

And, Jashan, as for your workflow tips, I just save as .lxo all the time, and export to .fbx right afterwards, if it’s time to get the changes back to Unity. I’ve got nothing better to recommend to you, other than to drill the keyboard shortcuts into your brain.

I couple weeks ago I modified the obj export script to include multiple uvsets and vertex color information and wrote a lux import script to read the data.

I tried the Modo SDK, but it didn’t compile/work for me.

http://forum.unity3d.com/viewtopic.php?t=19061

I work in LXO and export as FBX for unity…

And I wrote a little script that lets me Export as FBX instantly without having to go through any dialogs…

Get Script and Instructions here

Forbidden Errors on your web page to download the PERL script. I would love to try this out as my workflow is Modo to Unity as well. Thanks for your time.

Sincerely,

Gary Haus

oh, I only tried “save link as…”

but I now zipped it, so the default behavior should be a download instead of a server error… :slight_smile: thanks for letting me know!

http://forums.luxology.com/discussion/topic.aspx?id=33396&page=0

another script that does the job :slight_smile:

its would be great if Unity3d supprted lxo format and let you pick stuff you like to import :slight_smile:

FBX has been updated to 2009.3 in modo 401.

Cheers.

I made a button out of col000r’s script. Pretty cool. Thanks!

213717--7841--$unity_fbx_button_827.jpg

Have you gotten the FBX exporter script to work in Modo 401? Last time I tried it wasn’t working correctly…

the script works for me using modo 401 sp2.