![modo 801 transform tools bug modo 801 transform tools bug](https://learn.foundry.com/modo/content/resources/images/modelling/cagemode2.png)
Symmetric: Users can choose from several options to automatically mirror the influence area of the Falloff. Reverse: Users can select this option to invert the 'Start' and 'End' points reversing the influence of the Falloff. This end of the line and everything beyond it receives no influence attenuating toward the 'Start' position.Īuto Size X/Y/Z: Users can select either of these three options to automatically scale the 'Start' and 'End' points of the Falloff to match the bounding box size of the selected elements along one of the three axes. This end of the line and everything beyond it receives the maximum amount of influence attenuating toward the 'End' position.Įnd X/Y/Z: Defines the end position of the Falloff as a specific XYZ coordinate value. Start X/Y/Z: Defines the starting position of the Falloff as a specific XYZ coordinate value. Please reference the ' Snapping' Section of the documentation. Keep Positions- With this option Selected, Morph data is converted into a Absolute Morph Map and all vertices retain their pre-transformed positions. Transform- With this option selected, Morph data is transformed along with base mesh. None- Unselected Morph data is not affected, though selected (visible) Morphs can still be transformed independent of their source. To remedy this problem, there are now three options controlling how the Morph Map vertex data is dealt with when applying any transforms. If users were unaware of the requirements, it was easy to accidentally mess up a model. If it wasn't, relative Morph map data when recalled would produce distorted, undesirable results. In previous versions of MODO, in order to transform a Morph along with its base, it needed to be selected in the Vertex Map list.
![modo 801 transform tools bug modo 801 transform tools bug](http://modo.docs.thefoundry.co.uk/modo/801/help/images/interface/prefs2/Rendering_FinalRender.png)
Morph: ( Only in Component Modes) The Morph option determines how MODO treats stored Morph information when applying transforms to geometry (Move, Rotate, Scale, etc.). 'Slip UVs' function enabled, texture remains even. 'Slip UVs' function disabled, note texture warping. To avoid this undesirable result, users can enable the 'Slip UVs' function so as to not disturb any existing UV mapping applied to the geometry. Slip UVs: ( Only in Component Modes) UV values are generally fixed to specific vertices, subsequently further edits to the geometry may warp, deform or otherwise distort the UV values in undesirable ways requiring users to adjust the map or redo it altogether. Gimbal: Disabled for the 'Soft Move' tool.Ĭhild Compensate: ( Only in Items Mode) The 'Child Compensate' toggle when disabled will pass along the transform value to any child items of the current selection, when enabled, the child items will ignore any transform values. Pivot: Disabled for the 'Soft Move' tool.
![modo 801 transform tools bug modo 801 transform tools bug](https://uploads-ssl.webflow.com/5e9033e54576bc13f0b47167/5ef4327b0eb685f0a6c48919_work-plane.png)
When adjusting an object interactively in the viewport, the 'Position' input fields will display the current offset distance applied, providing useful user feedback. Position: Users may use the X,Y and Z input fields to apply specific offset distance values (calculated from position the object was in when the tool was activated). To precisely place the falloff users can either use the handles to manipulate the falloff after it has been autosized or by RMB dragging away from the handles to reset the falloff and drag it out interactively. Dragging the mouse at this time will deform the object with an attenuated shearing effect. At first click the linear falloff is set perpendicularly to the mouse position and automatically scaled to match the currently selected geometry. Found in the 'Deform' subtab of the modeling toolbox, the Shear tool combines the Transform tool with a Linear falloff.