Welcome, Guest
Username: Password: Remember me

TOPIC: mO2?

mO2? 21 Sep 2018 21:14 #97136

  • damiangrady
  • damiangrady's Avatar
  • OFFLINE
  • Gold Boarder
  • Posts: 230
  • Thank you received: 6
  • Karma: 1
Why is NO-ONE talking about Motion VFX's new mO2 plugin on here???

This is a game changing plugin for FCPX and Motion.
The administrator has disabled public write access.

mO2? 22 Sep 2018 08:39 #97139

damiangrady wrote:
Why is NO-ONE talking about Motion VFX's new mO2 plugin on here???….


uhm, well… Ben has shared a while ago (in the 3rd party section) his first, enthusiastic impressions as a beta-tester… (he used it already for some broadcast intro)
My personal, lame excuse is: my hobbyist Mac set-up is not supported… -

And, for a start, why not sharing your tests&projects…?  ;)
The administrator has disabled public write access.

mO2? 22 Sep 2018 08:43 #97140

  • damiangrady
  • damiangrady's Avatar
  • OFFLINE
  • Gold Boarder
  • Posts: 230
  • Thank you received: 6
  • Karma: 1
Hey Karsten,

I certainly will be sharing some stuff, once I've become a bit more skilled using it but from my early experimentation, this thing is immense!
Last Edit: 22 Sep 2018 08:44 by damiangrady. Reason: Spelling error.
The administrator has disabled public write access.

mO2? 22 Sep 2018 11:28 #97143

  • Pielle
  • Pielle's Avatar
  • OFFLINE
  • Gold Boarder
  • Posts: 176
  • Thank you received: 42
  • Karma: 10
damiangrady don't be hasty, the plugin is out only from this Wednesday. I bought it yesterday and I hope this weekend to have time to discover some of its secrets. First of all, how much the workflow is different from M5? It's a complety apart environment or can I mix M5 objects with mO2 ones? and can they interacts to each others? and so on. Let me study it a little bit.
I built a 3d model of a gibson J200 acoustic guitar in M5, then I built the same model in Blender. Now I will try to build it in the mO2 environment. So I will try to compare the results, and how to work with the imported Blender model inside mO2. As you can understand, it will take time. As soon as possible I will write about this test, stay tuned! Pielle
The administrator has disabled public write access.

mO2? 22 Sep 2018 13:01 #97144

  • FCPX.guru
  • FCPX.guru's Avatar
  • OFFLINE
  • Platinum Boarder
  • bbalser.com
  • Posts: 2287
  • Thank you received: 302
  • Karma: 33
If you built it in Blender, don't reinvent the wheel, bring that model into mO2 for use.

This is an app within an app, as MotionVFX has said themselves. You can't mix M5 elements with mO2 elements. The point is you have a 3D modeling app that works inside of M5 and FCPX. It's easier than going out to a whole other app and back. It's a more direct workflow, although it is a separate app that uses the Motion/FCPX GUI. So there are limits.

Again, for complex stuff like a guitar, you import that from a real 3D app or stock image library. mO2 isn't for building super complex stuff (there's free and very low cost models very readily available online0. Although I would be interested in seeing just how far folks go with it. sketchfab.com is who MotionVFX has partnered with and is promoting for model source. TurboSquid has some freebies and low cost models, too (and is in my home town NOLA).

But IMHO those limits are not to detract from the real power, affordability, and ease of use. mO2 is easier and faster to use than Blender or Modo (the two I've used).

Very interested in your results, Pille.
The administrator has disabled public write access.

mO2? 22 Sep 2018 17:00 #97146

  • Pielle
  • Pielle's Avatar
  • OFFLINE
  • Gold Boarder
  • Posts: 176
  • Thank you received: 42
  • Karma: 10
Hi Ben! if I bought the plugin, it was for your enthusiastic review and for the demos seen in twitter. So it means that I am well-disposed towards mO2. But I want to try to squeeze it a bit to see what I can achieve with a project of good complexity. You know the guitar model because I sent it to you. Reconstructing it in mO2 will let me know in depth the program, instead importing the model from Blender will let me understand how to manage the texturing process. I want to understand what the best workflow is. You know I do not like to use a pre-packaged thing, I want to dare and dig deep.
The administrator has disabled public write access.

mO2? 22 Sep 2018 19:24 #97147

  • FCPX.guru
  • FCPX.guru's Avatar
  • OFFLINE
  • Platinum Boarder
  • bbalser.com
  • Posts: 2287
  • Thank you received: 302
  • Karma: 33
Looking forward to your results.
The administrator has disabled public write access.

mO2? 23 Sep 2018 02:31 #97155

  • FCPX.guru
  • FCPX.guru's Avatar
  • OFFLINE
  • Platinum Boarder
  • bbalser.com
  • Posts: 2287
  • Thank you received: 302
  • Karma: 33
Now, to get all that content I paid extra for in mObject 1 into mO2... ugh...
The administrator has disabled public write access.

mO2? 23 Sep 2018 20:56 #97161

  • richmont
  • richmont's Avatar
  • OFFLINE
  • Fresh Boarder
  • Posts: 19
  • Thank you received: 1
  • Karma: 1
I had asked the Motion VFX support team a question about importing items into MO 2 (such as sMO1 shaders and objects). As well as from Element 3D. As usual, great support from them and may be helpful for others:

Quote from MVX support:

There are a couple of things worth noting on this topic:
1) most importantly, please note that mO2 is not an update for mObject but a completely new plugin. It has been written from the ground up and therefore won’t be able to use its scene files etc.,
2) mO2 uses a completely new shading system that requires a different set of textures (mObject used parameters such as Specular and Specular Exponent whereas mO2 uses much more intuitive Metalness and Roughness channels). That being said, you can still import textures from mObject’s Material pack manually into mO2's Texture Library and build materials from them (you’ll find these files in your /Library/Application Support/mObject/Materials folder), but before doing so, please keep the following things in mind:
- Diffuse textures contained highlights and shadows which may result in a weird material behavior in certain lighting situations (Albedo shouldn’t have any lighting in it, just a flat base color of the surface).
- Specular textures won’t really match any of mO2's material channels because they did not describe any physical property of the material. But you should be able to achieve some interesting results by dropping them into the Roughness channel and checking its Invert checkbox.
- mO2 calculates Ambient Occlusion on the fly so AO textures should not be used. If you wish to use them anyway, simply load them into the Material’s Cavity channel.
- lastly, remember that Materials created this way will be far from what we’ve prepared in mO2's material pack, mainly because most of the latter ones are actual scans of real life surfaces!
3) models from mObject packs were provided in OBJ format so you can import them into mO2, but there are a couple of things you need to note:
- OBJ’s material and texture info is stored in MTL files which weren’t included (mObject stored it in its custom format) so these models will load with a default material,
- the models’ textures can be imported manually into mO2's Texture Library and re-attached to their materials. But due to mO2's new shading system you may want to do the same thing as with materials - put Diffuse textures into Albedo, Specular into an inverted Roughness channel etc. For best results Metalness textures would have to be authored in an up such as Photoshop by selecting parts that are supposed to be made of metal (for example using the Color Range selection) and making them white while leaving everything else black,
- mObject didn’t provide an option to save customized models to the library but mO2 does so once you set up your model, simply right-click on it within the Scene content and pick “Save to Library”. After that it will become available in the Model Library, from which you can load it into all of your future projects without the need for any further customization.

As for using textures meant for other engines such as Video Copilot's E3D, it really depends on whether they have been created with the Metalness/Roughness material workflow or not (for more info on this be sure to check mO2's manual - www.motionvfx.com/mO2/Manual/index.html#material-workflows ).
This doesn't mean that they won't work at all, textures such as Albedo (also called Color, Diffuse, Base Color), Normal, Glossiness (inverted Roughness - mO2 has a checkbox for that), Illuminance, AO (mO2 generates it on the fly but you can use it in the Material's Cavity channel if needed) are still valid and you can create new mO2 Materials with them. Specular textures are the main problem (although you could try dropping them into the Roughness channel and inverting it, as mentioned above). None of them will match our Material scans though ;)
The administrator has disabled public write access.

mO2? 23 Sep 2018 22:03 #97163

  • FCPX.guru
  • FCPX.guru's Avatar
  • OFFLINE
  • Platinum Boarder
  • bbalser.com
  • Posts: 2287
  • Thank you received: 302
  • Karma: 33
Yeah, I just got this info form them on my mO2 User group on the Facebook. I asked couple times during beta testing about this and got next to nothing about it. But hey, folks are asking! So there you have it. Thanks for posting this here. I think I'll copy and paste it to the FB group. I'm sure quite a few mO1 users will benefit. THANKS!
The administrator has disabled public write access.