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sorry for not getting back sooner.

On my end I didn't see any bugs in the log. And here's the interesting part - after trying to make it work for an hour or so I gave up and removed the applink. To my surprise when I launched 3DC a bit later it started with a mesh I've wanted to transfer via applink.

So it seems I might have given up too early - I'll try to make it work again in a near future. It would come in handy as I've started using 3DC a bit more recently and a way to quickly move models between 3DC and Modo would come in handy.
In a future I hope that Foundry will open up a method they use for Unreal a bit and also hope 3DC would be able to use such option - of course if it will mean we'll get transfers from app to an app faster and more reliable ;) .

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the Unreal method uses a binary plugin, not a script. Doesn't make a difference really as AFAIK Python has full SDK access in Modo. I could use a working Modo applink as I am currently doing a tutorial series on Youtube and when i hit the UV mapping and texturing part, I'm going to be doing that in 3dcoat.

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Is it possible to Import Voxel back to Modo? Of course I do not want it to be Voxel, should be normal mesh. Same as exporting that as obj and than importing that obj in MODO. I have some geometry that I like to convert to Voxel, do some tweaking in 3dCoat and send it back as decimated mesh into Modo. Modo exports fine when I click 'Drop mesh to 3dCoat as voxel object'. But when I do BringVoxelsBacktToApp in 3dcoat, and hit 'Import' in Modo nothing happens. When I do Paint Pixel option in Modo, and OpeninOriginalApp in 3dCoat, Modo imports mesh with textures perfectly.

 

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11 hours ago, SreckoM said:

Is it possible to Import Voxel back to Modo? Of course I do not want it to be Voxel, should be normal mesh. Same as exporting that as obj and than importing that obj in MODO. I have some geometry that I like to convert to Voxel, do some tweaking in 3dCoat and send it back as decimated mesh into Modo. Modo exports fine when I click 'Drop mesh to 3dCoat as voxel object'. But when I do BringVoxelsBacktToApp in 3dcoat, and hit 'Import' in Modo nothing happens. When I do Paint Pixel option in Modo, and OpeninOriginalApp in 3dCoat, Modo imports mesh with textures perfectly.

 

What we really need is some Modonaught script writer, to step in and update it. I was going to try and record a "How To Use the Modo Applink" video a while back, but it needs some work. Especially with materials. And it seems you cannot originate a mesh from 3DCoat. It is designed to take a mesh from Modo and round trip it. What options are included in any applink is mainly up to the developer.

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For me it works as expected when I am using PerPixelPainting option.  important is to use 3DCoatV48 Exchange folder.

II could live without that option for mesh to originate from 3dCoat, I can always create some basic mesh in Modo and send to 3dCoat. Also there is option in 3dCoat to send mesh to Modo. (which is just basic exporter).

Yeah, I agree that would be great to have some Modo developer to update it. I know some python, I just do not have time for trying to figuring it out.

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On 1/28/2019 at 6:33 AM, SreckoM said:

For me it works as expected when I am using PerPixelPainting option.  important is to use 3DCoatV48 Exchange folder.

II could live without that option for mesh to originate from 3dCoat, I can always create some basic mesh in Modo and send to 3dCoat. Also there is option in 3dCoat to send mesh to Modo. (which is just basic exporter).

Yeah, I agree that would be great to have some Modo developer to update it. I know some python, I just do not have time for trying to figuring it out.

I'll check the applink again, with 12.2. I think the only real update needs to be materials. There is already a Modo export preset when exporting out of 3DCoat. If someone could enable the right maps to come back into Modo, correctly, that would pretty much nail it down. The guy that was working on it had to bow out, because of his main job workload.

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Also what I figured out that you need to disable constructor when exporting model and textures, cause importer than skips some textures.

Here is quick video of process

What does not work is sending to voxel, it sends but Modo does not pickup that object on importing (via applink).

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yes, because you have to freeze voxel objects in order for there to be polygons for Modo to import.

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When the object is first imported into the Sculpt Workspace, try checking IMPORT W/O VOXELIZING in the Import dialog > APPLY. See if that works for you. I'm not sure why it's not sculpting in voxel mode. I'll check and see. But if you want it to come in as a Surface mode object, checking that option will do it.

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In my experience you can make it work with the constructor if you manually change some of the export maps that are set by default. To transfer the color map, the first map should be set to "Color (albedo)" instead of "Diffuse". Secondly, the app link currently seems to be focussed on a Specular/Glossiness workflow and Roughness maps don't get transferred into Modo yet afaik. But in the constructor you can get it working for Specular when replacing the Roughness map (set by default) with a "Specular Intensity" map as shown in the attached screenshot, complementing "Specular Color".

These maps should also be selected in the options of the applink in Modo.

You’ll get the same result like when using it without the constructor, just wanted to let you know for custom exports.

Btw it’s nice to see some first videos about the applink for Modo/3DCoat in action.
A "How To Use the Modo Applink" video would be great whenever the applink is ready for that.
 

modo-export-profile.png

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Okay, if I’m getting it right, the Modo applink currently supports Color (Albedo), Specular Color, Specular Amount and Normal Maps. 

The code gives me the idea though that things are more or less prepared for a Metalness/Roughness workflow and for Emissive/AO/displacement exchange too, but it isn't finished yet.
Let me know if it’s incorrect.

Getting these effect maps to work with the applink would be a first big step towards a deeper integration of Modo and 3DCoat. This would be a nice feature for all kinds of PBR workflows.

In a second step it’d be great if we could use all four kinds of Modo materials (default, Unreal, Unity, glTF) directly with the applink. This is mainly a question of texture assignment to effect layers in Modo.

On the one hand this would require at least four different Modo export profiles in 3DCoat with the assignments and channel packing tailored for the corresponding material kind.This appears to be rather easy to set up.

On the other hand the applink would have to be in state to import and assign the Metalness/Roughness/Emissive/AO (and possibly alpha) maps to corresponding effect layers in Modo, depending on the chosen material type/shader. Luckily there already is a dropdown for the Shader setting in the Import Options of the Applink with "advancedMaterial" as its single entry, which lets me think that different material types have been considered.

I can’t tell how complex these two steps (1: all map types, 2: all four material/shader types) are to achieve, but it’d be a pretty nice feature for us Modo+3DCoat users.
 

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his point is, Modo supports more channels than that and allows for a metal/rough workflow now.

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Hi Modo and 3D-Coat users,
 
here’s a new v3.0 of the Modo-3DCoat Applink I have been working on with changes stated in the Release Notes below.
 
Version 3 has been tested with Windows, macOS and Linux, Modo 9-13RC and 3D-Coat 4.8.
Since this is the first release of the overhauled version, I hope everything works fine.
 
Installation:
  1. Download the attached zip and copy the „coatlink“ folder into Modo’s user folder „Kits“ (Quick access via Modo -> System -> Open user folder).
  2. Restart Modo.
  3. Inside Modo you’ll find the applink in the Kits popup at the top right. Add the Applink to your Kit workbench for quick access.
Path settings for the exchange folder should be set automatically, but check them if you encounter any issues.
 
You can find more information about setup and use of the Modo Applink in the Manual that’s accessible via the respective button in the Kit or in the /Manual folder.
 
Depending on the shader you want to use in Modo, simply choose the corresponding export Preset that comes with 3D-Coat when sending items back to Modo (e.g. Modo Physical/Principled, Unity, Unreal or one of the Vray-Presets). Additionally you can use the attached Preset for the glTF shader (install via File -> Install extension) or build your own custom export Preset.
 
Feedback, Bugreports, Code-Contributions or demo videos are welcome.
 
P.S.: At its core the overhauled Applink is based on the classes designed by Styler in version 2. Many thanks for that!
Thanks to Pilgway for their support!
 
---
v3 Release Notes
  • Added support for Modo’s Unity, Unreal and glTF shader and basic Vray support
  • Added support for Metallic/Roughness/AO/Curvature layer transfer
  • Added support for RGBA channel packed maps. They relink in Modo according to the way you packed and exported them from 3DCoat.
  • Swizzling automatically gets set in Modo according to the color channel the map was packed to in 3DCoat
  • Colorspace per layer gets set in Modo according to the shader specs
  • Added support for multiple material masks per item
  • Added support for multiple UV maps per item
  • Moved from .obj to .lwo as exchange format
  • Options to update textures or geometry or both
  • Options for Geometry import: Replace geometry / Replace mesh item / Add new mesh item
  • Options for Material import: Import all Materials / Ask per Material
  • New interface using Modo's Kit UI
  • Some additional tooltips and warning/error messages in the log. Relevant messages display as dialog.
  • Manual added
  • Removed options to configure 3DCoat Export Preset from within the Applink due to growing config complexity with different shaders and channel packing

modo-applink-3-screenshot_s.png

modo_applink_v3.0.1.zip

glTF.3dcpack

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Thank you @Robert N! It's nice to see this getting an update, and very happy that it's working with Modo 13 right out of the gate. :)

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Anybody on Windows having trouble getting the new Applink to work? I'm stumped. I turned off firewall, Anti-Virus...anything I thought that might block the files from being properly exported. Tried the recommended temp folder and others. Nothing.

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...nevermind. The problem I was having was the same exact one with the old one, mentioned on page 3 in this thread.

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Thank you guys very much for your feedback!

Prepared a minor update to 3.0.2 that Pilgway already made available on their Applink Download Site:
http://3dcoat.com/de/download/applinks/

To install or update the Kit, place or overwrite the coatlink directory in your user Kits dir.

---

v3.0.2

  • Complemented Alpha/Transparency transfer for advanced Material and Unity Material
  • Restricted auto creation of masks in Modo to texture workflows
  • Added dialog warning when object to import not found
  • Renamed Send/Update buttons to Push/Pull
  • Fixed unsought change of viewport from camera to default
  • Fixed exception messages about 'incompatible scenes'
  • Fixed internal path setting of Export.xml
  • Fixed auto swizzling for Modo 902
     
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