ABSTRACT

When modo was first launched, it was strictly a modeling tool. However, with each new release, modo is quickly becoming a full-featured 3D application. The animation toolset presented in modo 401 has undergone a major update. Great functionality has been added, such as Constraints and Dual Joint Planar IK. In this chapter, we'll discuss the use of Morph Maps and IK. In the process, we'll cover channel links, user channels, and constraints, which can be a valuable asset to everyday production.

https://s3-euw1-ap-pe-df-pch-content-public-p.s3.eu-west-1.amazonaws.com/9780080957982/4f8b9157-75b2-4d5c-9904-3b3a2f070c3d/content/book_OC.jpg" xmlns:xlink="https://www.w3.org/1999/xlink"/> Animation is difficult to illustrate using still imagery. On the book's resource site, located at https://www.wesmcdermott.com" xmlns:xlink="https://www.w3.org/1999/xlink">wesmcdermott.com, you'll find video walkthroughs that will clearly demonstrate the topics covered in the chapter, as well as demonstrate additional constraint types and animation tools found in modo.