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The Foundry MODO 10.1v2 Build 120147 [En] - Версия программы: 10.1v2 Build 120147
Официальный сайт: ссылка
Язык интерфейса: Английский
Лечение: в комплекте
Тип лекарства: другое
Системные требования:
ОС: Windows 7, Windows 8 или Windows 10 (64-bit только)
Процессор: Intel i3 или лучше
Размер на диске: 10GB для полной установки контента
Оперативная память: минимум 4GB
Видеокарта: The Advanced viewport mode требует NVIDIA or AMD с 512MB видеопамяти и поддержкой OpenGL 3.2 или новее.

MODO является полным решением для исследования дизайна, создания контента для игр, анимации персонажей и производства высококачественных рекламных изображений. Созданный для художественных рабочих процессов MODO возвращает легкое создание цифрового контента и дизайна. Художники и дизайнеры могут свободно исследовать и сосредоточиться на творческих усилиях, которые максимизируют качество продукции за меньшее время.

Основные возможности:

Engineered for speed and creativity, and featuring award-winning MeshFusion Boolean tools, MODO’s flexible modeling toolset is ideal for both freeform organic models and precision final production meshes.
UV workflows
MODO's industry-leading UV tools are tightly integrated with modeling and sculpting functions, offering a powerful workflow for creating and editing both regular and multi-tiled UDIM UVs.
Bring your artistic expression to 3D modeling as you use MODO's intuitive, fully integrated brush-based sculpting tools to quickly rough out volumes and add multiple levels of fine detail.
Create detailed textures directly on your 3D model with MODO's extensive range of integrated paint tools that include pressure-sensitive brushes, image-based stencils, masking and curve snapping.
MODO’s production-proven physically-based renderer offers a rare blend of speed and quality to create stunning, photorealistic imagery that challenges the industry's best. Unlimited network rendering is included.
Review your textures as you bake, and watch them refine progressively; tweak settings and make surface changes without waiting for a final render; store bake-related parameters for reuse with different assets.
Featuring a nondestructive, nonlinear toolset and fully integrated modular workflow, MODO's flexible node-based rigging system lets you easily create, edit, manage and reuse complex character rigs.
Incorporating traditional animation techniques applied in innovative ways, MODO's animation framework is highly customizable to meet the most demanding of production challenges.
MODO's rule-based, directable particles work together with the fully integrated rigid and soft bodies and procedural shattering to let you create compelling dynamic simulations in less time.
Hair and fur
MODO lets you create and manipulate realistic hair, fur, grass, feathers and other fibre-based effects as actual geometry that can be sculpted, shaded and rendered directly in your scene.
Camera and projection tools
MODO’s advanced tools for virtual camera creation and digital matte painting are perfect for set extensions and product placement shots, while the spherical camera rig lets you work with 360° video.
With MODO's flexible and efficient preset system, you can save selected parts of processes or content for reuse elsewhere, or for sharing useful techniques or approved assets with other team members.
Collaboration and customization
With extensive file format support, asset-sharing workflows and complete customizability, MODO offers production teams the combination of effective collaboration and individual efficiency they require.

Нововведения в этой версии:

Modo 10.1 introduces a powerful, flexible, and robust new procedural modeling system that works side-by-side with Modo's best-in-class direct modeling toolset. With Modo 10.1, artists can iterate more freely with the ability to manipulate modeling operations at any time in a flexible layer stack. Create infinite variations using procedural operations that can be driven by textures, falloffs, or dynamically changing inputs; and easily accommodate change requirements with the ability to edit selections and swap out input meshes after the fact. New curve tools, constraints, deformers, and enhancements to the MeshFusion toolset complete the Modo 10.1 modeling updates.
Mesh Operations
At the heart of the procedural toolset are mesh operations. These are single layers within the procedural stack that are evaluated to modify the input mesh in some way. The operation can be simple, such as setting a material tag, or can be complex, such as filling a closed curve with polygons. The mesh operations are layered on top of each other in the procedural stack, and the stack is evaluated from the bottom up, passing the modified mesh from one operation to the next. In addition to the new mesh operations, a subset of existing tools also have procedural equivalents.
Assign Selection Set
The procedural Assign Selection Set mesh operation stores a collection of mesh elements - vertices, edges, and polygons - in a selection set, so they can be re-used at a later stage in the procedural evaluation. This can be useful for operating on the same set of mesh elements across a series of operations, or to store a selection for later use.
Curve Fill
The procedural Curve Fill mesh operation fills closed curves with quads. External curves are filled, and internal curves can be used to cut holes in the closed shape. The operation provides two filling methods: grid and paving. The grid method creates quads aligned to a world axis, whereas the paving method fills a closed curve from the outside in, attempting to maintain a nice border around the edge of the filled shape. Settings are provided, allowing control over the fill density, polygon type, and UVs.
Curve Rebuild
This mesh operation rebuilds an existing curve, placing new vertices at fixed spacing along the curve. The vertex spacing can either be controlled using a fixed point count, or a spacing distance along the curve.
Material Tag
This mesh operation sets the material tag on all marked polygons on a procedural mesh. These tagged polygons can then be used in the Shader Tree to mask textures and shaders.
Merge Meshes
This operation merges multiple mesh items into a single procedural layer. An option to maintain the world transform, it transforms the merged mesh by its world transform.
Transform UV Map
This operation transforms a specified UV map on a procedural mesh item. You can manipulate the tiling, position, and rotation of the UV map.
This mesh operation rasterizes non-face type polygons into face polygons. This is useful for converting text polygons into regular polygons, which can then be used with other procedural tools.
Edges to Curves
The Edges to Curves operation converts edges into a series of curves of various types. The operation can either create multiple disconnected curves for each edge, or it can create one continuous curve from a series of connected edges. When combined with the Select by Border selection operation, the Edges to Curves operation can be used to easily convert a polygon island into a curve outline to be used with the Curve Fill mesh operation.
Lace Geometry
This operation extrudes a profile shape along a guide curve. The profile shape can either be provided by a custom mesh, a content preset, or a pre-defined shape, such as a circle, square, or rectangle. As the name suggests, this operation is useful for creating geometry, such as laces on a shoe.
Spline Primitives
The Spline Primitive tools allow simple spline shapes to be created, both procedurally and nonprocedurally. You can create a series of shapes, such as Circles, Stars, Squares, Rectangles, and so on.
Content Preset
The Content Preset sub-tool allows procedural tools to utilize content preset files to modulate the shape that they create.
Path Generator
The Path Generator sub-tool provides a curve path for other tools, such as the Sweep Effector, to sweep along.
Path Segment Generator
The Path Segment Generator generates particles along a curve from the Path Generator. This feeds into a Sweep Effector to perform operations, such as a Curve Extrude.
Pen Generator
The Pen Generator provides a polyline to tools, such as the Sweep Effector tool, allowing a linear sweep from point to point with sharp, well-defined angles at corners.
Selection Operations
Selection Operations exist within the procedural stack and are special items, which can be associated with a mesh operation in the selection graph. They are evaluated per element to determine if a specific element should be modified by a procedural operation.
The following selection operations are available:
• Select by Border - This selection operation selects all mesh elements of the specified type, around the border of a polygon island.
• Select by Falloff - This selection operation selects all mesh elements of the specified type, based on the weight of a falloff item. A threshold channel is provided, allowing you to specify the minimum weight that is required for the element to be selected. The associated falloff can be any of the standard falloff item types, and can also be textured for further control of the effect.
• Select by Index - This selection operation allows element selection to be specified by element index. The selection can be defined either by a list of indices separated by commas, a range of numbers separated by a hyphen, or a combination of the two. When creating a procedural operation, if you have an element selection using the traditional Modo selection tools, a Select By Index item is automatically created and populated with the indices of the selected elements. Commands are also provided to allow elements to be added and removed from the procedural selection, using the traditional Modo selection tools.
• Select by Range - This operation selects all elements within a particular range. You can define a start index, an end index, and a step amount. If the index of an element is within the specified range, then it is selected. The step control allows you to skip certain elements in the range. For example, if the step value is 2, every other element index within the range is selected. If the step value is 3, every third element within the range is selected.
• Select by Selection Set - This operation allows an existing selection set to be used to define a procedural selection. This selection set can either be defined procedurally using the Assign Selection Set mesh operation, or it can be defined on the base mesh, using the traditional selection set commands.
• Selection Operators - These are a special class of selection operations that allow more technicallyminded users to build complex selection rules using the Modo rigging toolset. On each selection operator, the information about the element is provided as an output channel, for example on the Polygon Selection Operator, information such as the position, normal, area, and index is provided as a channel, and a single input channel called Select allows the selection state to be driven by a rig. When the selection is evaluated, the rig is evaluated per element and is provided with the properties of that element. You can set up complex rigs using channel modifiers to determine the selection state, using the element properties we provide, to create unique and interesting selection rules that can be shared with other users.
Preset Browser
The Add Item button of the Procedural panel allows you to add items to your scene through the Preset Browser, instead of a dropdown menu. The Preset Browser also gives you searching capability, and different viewing options for the familiar item types.
Curve Particle Generator
The Curve Particle Generator allows you to generate particles along a curve. Additional controls allow you to control which way the particles are pointing, how many particles to generate, the particle size parameter, and to slide the particles along the curve.
Freeze Mesh Operations
Modo provides an option to freeze the stack up until a certain point. Everything above the selected mesh operation is maintained, but the selection operation and all items below it are baked into the mesh, becoming uneditable. A second option provides a Duplicate and Freeze method, which duplicates the stack and freezes the mesh up to a particular layer. This is useful if you want to freeze the stack, but maintain a copy as a backup.
Particle Modifier Enhancements
The Particle Generator has a new option to have the particles it creates center around its location, rather than having particles start at its location and expand only in the positive axis direction. The Particle Look At Modifier has also been given a new additional option, which allows you to specify an explicit X,Y,Z direction for the particles to point towards.
UV Constraint
The UV Constraint modifier allows item position and rotation to be constrained to a position on the surface of a mesh, defined by its UV coordinate. You can specify a position on a target UV map, as well as an optional UDIM, and the modifier outputs a position matrix and a rotation matrix for a corresponding surface position in world space.
Push Influence
The new Push Influence deformer pushes geometry along its surface normal, providing the effect of inflating the mesh. The push amount can be modulated by distance, as well as using a falloff to modulate the push amount per vertex.
Texture Falloff
A Texture Falloff allows you to use a texture to attenuate the effect of a tool, for example, a bevel.
Texturable Falloffs
Falloff items now expose a texture input in the Schematic viewport and Mesh Operations stack, allowing textures to be connected directly to the falloff, rather than requiring you to use the complex FX tree section of the Shader Tree.
B-Spline Curves
A new B-Spline polygon type has been introduced that provides a much nicer interpolation between points, and is simpler to manipulate than Bezier curves. A weight option is provided on each point to control the weighting of the B-Spline knot.
Improvements have been made to the systems that create Strips, the geometry that connects the surfaces of a Fusion Model.
Strip Density
Along with the new density properties, the UI has been enhanced to improve how all strip properties are edited. This includes improved stepper controls (offering easier control with complex models that respond slowly to edits). Variable density along the strip has been enhanced to automatically adapt to curvature and corner requirements.
Strip Corners
New Strip Corner properties have been added to strip items, individually controlling rounding and densities. Internal systems have been created to smoothly reconcile disparate strip densities meeting at any given corner. A new UI has also been added to set these properties, including conveniences for propagating settings and compensating for density changes to maintain rounding.
MeshFusion Schematic
Schematic Editing
Inactive input channels have been added to Fusion operation nodes, matching each node's normal input channels. Right-click context menus for links and the operation nodes have been added to support activating/deactivating links (including conveniences like toggling, activating/deactivating all, deactivating all except the clicked link).
Schematic Drag&Drop
Scripted methods have been added supporting 3D viewport drag and drop Schematic Fusion editing.

Улучшения и исправленные баги:

Feature Enhancements
• A Type option has been added to the Polygon Set Material dialog, which allows you to create a Unity or Unreal material by pressing M on the keyboard with polygons selected.
• Ghosted mesh drawing has been improved in non-Advanced viewports.
• BUG ID 49006 - Performance of geometry snapping has been improved.
Bug Fixes
• The Advanced viewport had memory leak and possible cross-viewport mode (Default/Advanced) update issues with tangent bases.
• Environment reflections were incorrect in the Default viewport.
• Help: Game tools had no context-sensitive help.
• Newly-created layouts were starred in the Switcher Bar.
• Ellipses weren't displayed on pop-up faces for forms and non-forms pop-ups.
• BUG ID 32045 - Replicated references lost texturing.
• BUG ID 36640 - The texture didn't update after a Weight Map was renamed.
• BUG ID 41458 - Deleting an instance of a Shader Tree material with a layer mask as a child also deleted the child in the original group.
• BUG ID 46260 - The Advanced viewport didn't display particle clouds and particle emitters.
• BUG ID 47551 - Modo sometimes became unresponsive when changing settings in a scene with volumetric particles.
• BUG ID 48237 - The Advanced viewport displayed transparency incorrectly on RGBA images in fast mode.
• BUG ID 48348 - Artifacts occurred when saving unpremultiplied layered images.
• BUG ID 48413 - Mac OS X only: Pressing Cancel on a save dialog resulting from an external application quit signal (such as right-clicking on Modo in the dock and selecting quit) still caused Modo to quit.
• BUG ID 48674 - The Nozzle brush tip's Jitter Spacing option was not working.
• BUG ID 48681 - In Preview, progressive save did not work with multiple render outputs.
• BUG ID 48731 - In the Advanced viewport, textures were displayed as transparent when the Effect was set to RGBA.
• BUG ID 48978 - Some memory allocations were not freed until the end of an animation render.
• BUG ID 49071 - Reflections of direct lights sometimes appeared too bright when Roughness was zero and Specular MIS was enabled.
• BUG ID 49259 - When painting, artifacts appeared when the Nozzle tool's Jitter Size and Strength were not set between 0 and 100%.
• BUG ID 49559 - Bake Geometry Cache: The quality of displacement baking regressed.
• BUG ID 49584 - The tooltip for Preferences > Auto Create Textures did not contain information on the tool.
• BUG ID 49643 - Image Based Lighting (IBL) reflections were blurry in the Advanced viewport.
• BUG ID 49658 - Curve Fill did not fill some characters in a text correctly.
• BUG ID 49788 - In the Images list, Camera items were incorrectly included in search results.
• BUG ID 49850 - Exporting curves using FBX 2015 only exported floating vertices.
• BUG ID 49940 - Materials from presets were lost during FBX export.
• BUG ID 50104 - Meshes appeared black in the Advanced viewport when using environment lighting.
• BUG ID 50156 - In Preview, the background image sequence didn't update when changing frames.
• BUG ID 50247 - The Advanced viewport was disabled due to the driver not detecting card memory correctly on non-standard systems.
• BUG ID 50289 - Weight Map overlays were drawn as a solid color, rather than changing opacity to show weight.
• BUG ID 50364 - The Advanced viewport showed visible seams or noise on environment textures.
• BUG ID 50517 - Convexity and Concavity had slower render times than other occlusion types. The minimum number of samples for computing Convexity and Concavity was reduced from four to one to improve performance.
• BUG ID 50780 - Loading an .lxr file with a saved preview render corrupted data in extra render outputs.
• BUG ID 50819 - When rendering only transparent materials, incorrect shadows displayed in the Advanced viewport.
• BUG ID 50825 - Morph Influence didn't recognize procedurally created morphs.
• BUG ID 50877 - The Curve Fill tool could only pave curves with a normal aligned to the Z axis.
• BUG ID 50880 - Changing the Stereo Eyes setting in the Camera Effects properties was not updating correctly in Preview.
• BUG ID 50923 - Preview did not update when assigning an existing material.
• BUG ID 50964 - The Show as Silhouette checkbox on a mesh's Display properties only came into effect when the viewport was refreshed manually.
• BUG ID 51026 - Modo sometimes crashed when scrubbing the color value in the Set Material (m) dialog.
• BUG ID 51124 - Clearcoat displayed very dark in the Advanced viewport when using Image Based Lighting (IBL).
• BUG ID 51259 - The first subtab in a form was always selected in dialogs.
• BUG ID 51511 - In the Advanced viewport, PBR materials displayed the Modo material color when lit by area or dome lights.
• BUG ID 51528 - The brightness of the progress bar in Preview fluctuated.
• BUG ID 51544 - Environment lighting caused artifacts on surfaces in the Advanced viewport.
• BUG ID 51658 - Volumetrics: An incorrect error message displayed when clicking on disabled controls.
• BUG ID 51667 - Render Booleans: Reflections were incorrect when using Enable Surface Clipping in the Material Rays properties of glass materials.
• BUG ID 51724 - Using Mesh Paint Instance with snapping sometimes caused Modo to crash.
• BUG ID 51872 - Clearing the Schematic with an instanced assembly present sometimes caused Modo to crash.
• BUG ID 51881 - Weight Maps were drawn incorrectly with a Bump Map visible.
• BUG ID 51902 - The Render Passes command dialog showed the first pass group as selected, when none were selected.
• BUG ID 51904 - Advanced viewport: The Banned Driver message for NVIDIA 311 drivers contained a typo.
• BUG ID 51935 - Some AMD drivers only showed monochrome transparency in the Advanced viewport.
• BUG ID 51942 - The Freeze mesh operation didn't update when the mesh container's Curve Refinement Angle was changed.
• BUG ID 52001 - Exporting curves using FBX 2013 resulted in an empty mesh.
• BUG ID 52047 - The UV transform Shear tool had Auto Size X Y Z, instead of UV.
• BUG ID 52073 - The Gravity Channel Modifier was inadvertently disabled.
• BUG ID 52074 - Inverse Kinematics: Changing options didn't update the Properties panel.
• BUG ID 52086 - Executing assembly commands attached to a mesh instance caused error messages or incorrect behavior.
• BUG ID 52096 - Brush tip selections sometimes got stuck after switching brushes.
• BUG ID 52097 - Several options were missing from the Layout > Windows > New Window menu.
• BUG ID 52101 - The menu bar command Layout > Delete didn't work correctly.
• BUG ID 52124 - Selections could not be made from a pop-up form when launched from inside a pop-over.
• BUG ID 52126 - Radial Array: Toggling Replace Source with a multi-resolution mesh sometimes caused Modo to crash.
• BUG ID 52127 - Changing brush tips sometimes left the previous brush tip highlighted.
• BUG ID 52130 - The Stretch Particle control was not used by Preview or Render.
• BUG ID 52131 - Applying the Text tool, changing the split, then re-applying the tool sometimes caused Modo to crash.
• BUG ID 52140 - Editing a Morph Map with tools using screen or selection falloffs (such as Soft Drag) didn't work correctly.
• BUG ID 52141 - Using more than one backdrop slowed the GL frame rate.
• BUG ID 52144 - Edge weights didn't propagate to beveled polygons when using the Bevel mesh operation.
• BUG ID 52152 - Using the F button to search or filter images did not work.
• BUG ID 52166 - Modo_cl sometimes crashed with custom configurations.
• BUG ID 52172 - The Open Containing Folder context menu option didn't work for images in the Clip list.
• BUG ID 52184 - In the Edge Bevel tool, the Edge Shape: Square option did not work as expected.
• BUG ID 52185 - Point Count was incorrect for the Curve Particle Generator.
• BUG ID 52186 - Canceling the Curve Extrude dialog produced a Python error.
• BUG ID 52188 - Multiple curves weren't rebuilt individually in the same mesh.
• BUG ID 52190 - Preview sometimes stopped rendering when scrubbing the timeline.
• BUG ID 52197 - Activating the Make Bridges option with multiple items selected in the Item List sometimes caused Modo to crash.
• BUG ID 52198 - In the Edge Bevel tool, Width mode was not working.
• BUG ID 52201 - Scrubbing the timeline after setting keys on items sometimes caused Modo to crash.
• BUG ID 52202 - Multiple subtools could not be added at once by multi-selecting and drag-anddropping them into the Mesh Operations stack.
• BUG ID 52203 - Selecting the Shape setting on the Line tool changed back to Line.
• BUG ID 52205 - Drawing polygon selections on curves imported from a .dxf file sometimes caused Modo to crash.
• BUG ID 52206 - Drawing selection indices with ghosting enabled sometimes caused Modo to crash.
• BUG ID 52208 - Undoing Instance Clone tool actions sometimes caused Modo to crash.
• BUG ID 52212 - Dragging and dropping multiple selections from the Procedural Preset Browser onto a mesh operation's Selection input added all selections to the Mesh Operations list, but only one functioned.
• BUG ID 52213 - Mesh operations couldn't be dragged and dropped directly onto a mesh in the list.
• BUG ID 52214 - Tool pipe operations couldn't be dropped onto the Add Tool Pipe section of a mesh operation in the Mesh Operations stack.
• BUG ID 52217 - Grid mode only worked when using a primitive tool and moving with the center handle.
• BUG ID 52219 - Setting the Target mesh on a UV Transform to an Instance sometimes caused Modo to crash.
• BUG ID 52222 - Selecting some vertices and edges with one mesh operation selected, then using the poly.convert command on the base mesh sometimes caused Modo to crash.
• BUG ID 52223 - The Corner Scale option of the Pen Extrude tool and the Pen Generator mesh operation did not work as expected.
• BUG ID 52234 - Loading Showcase scene template presets sometimes caused Modo to crash.
• BUG ID 52248 - Enabling Specular MIS with the Visible to Reflection Rays Light item property enabled caused issues with light visibility.
• BUG ID 52250 - Loading a progressive render into Preview with the alpha output active sometimes caused Modo to crash.
• BUG ID 52256 - Adding a material to the Material Library caused did not update any color changes in the GL viewport.
• BUG ID 52257 - In the Bevel tool, the Reverse Inset and Reverse Direction controls didn't update the tool results immediately.
• BUG ID 52267 - UDIMs with overlapping UV borders could not be painted on.
• BUG ID 52272 - Adding a curve to a Polygon Bevel with a Preset Profile sometimes caused Modo to crash.
• BUG ID 52274 - Selecting and deselecting multiple textures at the same level of the Modifier stack did not work as expected.
• BUG ID 52276 - A Constant texture affecting Unreal effects was showing color instead of percentage for the Metallic, Opacity, and Specular controls.
• BUG ID 52277 - The Preset Browser didn't update when saving a new color preset.
• BUG ID 52280 - Measurements were not readable in the bottom-left corner info area of the Games Layout.
• BUG ID 52281 - Rendering a single full-resolution frame using Render Animation sometimes caused Modo to crash.
• BUG ID 52282 - Creating new geometry with the Save Vertex Map Selection to Scene option enabled in the Preferences caused Modo to crash.
• BUG ID 52291 - The Inverse Kinematics Translation Limits controls were not disabled by default.
• BUG ID 52292 - The path dropdown in the Preset Browser was still visible when toolbars were hidden.
• BUG ID 52295 - Texture layer forms did not update after effect changes.
• BUG ID 52296 - Config file corruption lead to icons and menus disappearing.
• BUG ID 52300 - Showing Vertex Map lists as pop-ups sometimes caused Modo to crash.
• BUG ID 52305 - Clicking on the Info tab with a vertex selected sometimes caused Modo to crash.
• BUG ID 52314 - Tool autoreset did not work correctly after undoing and redoing a tool activation and initial tool adjustment.
• BUG ID 52333 - Deleting a segment from a closed B-Spline occasionally deleted the wrong segment.
• BUG ID 52336 - Adding a package (such as notes) to a light sometimes caused Modo to crash
• BUG ID 52339 - Moving a camera assembly root with the graph editor visible sometimes caused Modo to crash.
• BUG ID 52340 - Rendering scenes with Volume items sometimes caused Modo to crash.
• BUG ID 52342 - The Preset Browser stopped updating or accepting input after selecting a brush preset.
• BUG ID 52359 - Selecting Edges on the base mesh, then deforming the mesh in a specific scene sometimes caused Modo to crash.
• BUG ID 52367 - Deleting an item shader using the x icon on its right side in the Shader Tree caused Modo to crash.
• BUG ID 52380 - Deselecting an edge loop sometimes caused Modo to crash.
• BUG ID 52382 - Using the Topology Pen on lines created with the Pen tool sometimes caused Modo to crash.
• BUG ID 52384 - Switching between axes did not work correctly for the Cylindrical Falloff.
• BUG ID 52409 - Using the Delete command on multiple items, including the camera, when the 3D viewport was set to Camera view sometimes caused Modo to crash.
• BUG ID 52413 - Preview Bake displayed the incorrect bakeUV name on the status bar.
• BUG ID 52434 - Using the Slice Selected option of the Loop Slice tool sometimes caused Modo to crash.
• BUG ID 52443 - Modo_cl sometimes crashed during render.
• BUG ID 52465 - Memory corruption caused Modo to crash when rendering certain scenes with fur.
• BUG ID 52469 - Edge loop selection was not working properly in the UV view.
• BUG ID 52502 - Deleting a mesh with edge selections and then creating a new one caused Modo to crash.
Если лечили прошлые версии, то программа у вас будет сразу активирована
В противном случае потребуется выполнить манипуляции, описанные ниже:

1 RLM - лечит сразу все продукты разработчика

1. Установите программу Foundry
2. Установите FLT7 сервер (если уже установлен,настроен и исправно работает, то переходите к 9 пункту)
3. Остановите Foundry License Server в службах или в утилите Foundry License Utility (RLM Server -> Stop Server)
4. Копируем файл rlm.foundry.exe в папку "C:\Program Files (x86)\The Foundry\LicensingTools7.0\bin\RLM\rlm.foundry.exe")
5. Отредактируйте xf_foundry.lic заменив HOST_NAME, MAC_ADDRESS и PORT значениями любым из следующих способов:
- утилита rlmutil.exe с параметром rlmhostid ("C:\Program Files (x86)\The Foundry\LicensingTools7.0\bin\RLM")
- через CMD команда ipconfig/all (поля - имя компьютера и физический адрес (записывать без дефисов))
- запустить от админа Foundry License Utility меню Diagnostics -> Run Diagnostics (поля hostname и System ID)
- значение PORT задать по умолчанию 4101 (5053, хотя можно и ничего не писать)
Пример: HOST win-5o9oa5csm8s 001bdc060b7a 4101
6. Переместите отредактированный файл xf_foundry.lic в папку "C:\ProgramData\The Foundry\RLM"
7. Запустите RLM Server в службах или в утилите Foundry License Utility (RLM Server -> Start Server)
8. Проверьте в Foundry License Utility меню Diagnostics -> Run Diagnostics наличие лицензий (чтобы не было красных строк)
9. Запустите ваш продукт Foundry и пользуйтесь в свое удовольствие!

2 Keygen - лечит только программу Modo

1. Установить программу (контент опционально)
2. Если установлен RLM сервер от прочих творений фирмы, то остановите его в службах, чтобы не мешался
3. Запустить кейген и создать файл лицензии (или используйте комплектный)
4. Запустить программу и выбрать установку лицензии
5. Открыть пункт install to disk и выбрать наш файлик лицензии
6. Если останавливали службу RLM сервера, то можно его вновь запустить
7. Перезапустить программу (чтобы записались данные регистрации)
8. Теперь, если всё сделали правильно, в свойствах о программе должно светиться имя заданное в кейгене


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