Some thoughts on a NURBS to Poly workflow with MoI

 From:  -ash-
3196.12 In reply to 3196.11 
>> In the future I'd like to try some experiments about that, but it will require a substantially different meshing process,
>> one that tries to build polygons that radiate out from trim edges rather than one that starts with the underlying UV
>> quad grid and then generates N-gons where trim boundaries intersect it like the current mesher is based off of.

>> That's not at all an easy thing to switch, it will be like writing a completely different mesher that goes through
>> totally different calculations and processes.

If you can get this working so that there are two output meshers in MoI, one for optimized mesh and one for further development in a sub-d modeler, I would be a very happy person. Such a lot of things are soooo much easier in MoI, but turning them into a sub-d suitable mesh is not so easy so kind of negates the benefits.

I'm sure there are many others who would also think the same :-)

Regards
Tony

(aka HamSoles)