Goodbye Modo, it was fun while it lasted

How about a modular Rhino and let the plugins do the appeasing by making them more powerful? Or is it what it already is?

Man I dunno I’m just a hobbyist making weird stuff😂

You do you mcneel team

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Much (most) is already in plug-ins. Just check the Plug-in Manager (:

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Anything fun there? I have seen it but never gone through it

https://www.food4rhino.com/

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Don’t forget the _PackageManager.

And in the plug-in manager you can click on a plug-in and see what commands it provides.

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loads of things. Rhino has one of the largest selections of 3rd party plugins.

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It developed quite alot last time I looked was in v 5 and tsplines was alive

For sculpting there is a program called Meshmixer that deserves some attention. Meshmixer is a (still) a free program from AD for sculpting, mesh repair, modification, and more. It makes a great companion to Rhino and is super easy to use. I’ve used it extensively on 3D scans, transferring models back and forth between Rhino and Meshmixer. Many dentists also use it, and you can find plenty of tutorials on YT.

https://meshmixer.com/

Looked interesting until I saw its an Autodesk product. Again this is where I think if there was a bridge to Blender from Rhino something good could come from that.

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If it is from the Autodesk product, you can also say goodbye to it… it will die in a few years, also because what I see being done in the video can be done in ZBrush and (Blender which is free.)

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I’m on the same page regarding Autodesk, but there’s a difference: it’s a standalone application, not an add-in tied to a specific Rhino release like Shape Modeling. This means it works just as well with any current or future version of Rhino. The software has matured, doesn’t crash, and the toolset is quite complete—at least for my needs.

Blender is a fantastic tool, but I assume most users would need to invest significantly more time to master it compared to this simpler program, which fills in the gaps for many things you can’t do with meshes in Rhino.

Yes, probably for those who are unfamiliar with ZBrush, doing what is shown in that video is not easy, especially for dentists. The ZBrush interface is actually one of the least intuitive out there, with many commands hidden in various locations, and the approach to using the program is not straightforward—especially considering it’s a dentist using it… The same goes for Blender, but unlike ZBrush, Blender has become more intuitive and easier to understand. Of course, I can’t really imagine a dentist mastering CAD programs if they’ve never experimented with anything similar before.

My dentist is already doing well not to use a hammer and chisel to remove a tooth (old-school style). :rofl: :rofl: :rofl:

My dentist:

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Talking with some Modo users the main thing they are going to miss is the SubD modelling and UV editing workflow. I think this is an area Rhino could be greatly improved.

I think a lot of it comes down to almost a philosophical approach to UX. Rhino is a command based program and it makes sense for NURBS modelling. You run a slew of very different commands to get very exact results. For SubD there’s 3 main buckets of commands. Things that build topology, selection tools and moving geometry. SubD modelling is much more of an iterative approach. Really, most of it comes down to running a pretty small set of commands over and over until you’re happy with the results.

Most SubD modellers first get you in an edit mode for a specific object, commands don’t need to ask you what object you want to edit. Then you have vertex, edge and face modes (keyboard 1,2,3). Then keyboard shortcuts directly start operations depending on vertex, edge and face context. Overall, not very Rhino-like but is really efficient.

I personally do the bulk of my SubD modelling in Blender. I export reference geometry (using Copy Paste External) from Rhino and just build the bulk of the model there. I find SubD modelling too slow in Rhino. A few things that I really miss in no particular order: there’s nothing quite like the knife tool, select by shortest path, proportional editing, merge by distance, bevel modifier and bevel weights. But the biggest one is just the speed of firing off commands with single key presses and not having to click a gumball to move/scale/rotate.

single key aliases are on the list for v9, this will allow this type of single key filtering

do you have docs on these features so i can see what they do and how they work?

Mesh clean up is another nice feature Modo has.
The falloff tool would be a game changer for both nurbs and sub d.

Here are the tools for editing in modo

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Here is another good demo of the falloff tools . Also the ability to paint select verts, edges and polys is a must

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is it correct to say that Rhino lacks advanced modifiers?

subD in Rhino feels so basic

That would be correct. Rhino does have a few deformation tools like maelstrom , twist , taper, etc. but they are limited.

a video i found, the hole area details looks like he is not joining them to the main body but on the renderer they look smooth and joined am i missing a command he is using? looks quite useful


saw something called “myquickboolean” on the command window is that it maybe?