Moi + Modo workflow question

 From:  Michael Gibson
3923.2 In reply to 3923.1 
Hi Jacob, someone with more Modo experience may be able to give you some more specific advice, but I'll try to give a bit here.

For sculpting, you may want to get a kind of more evenly diced up mesh result so that there are plenty of vertices to deform. Normally the mesh output has fewer vertices in areas that are flatter and more in areas that are curvy. But if you want to manipulate vertices in some flat area then you'll want more of them.

You can use the "Divide larger than" option at export time from MoI to help dice up everything into smaller polygon pieces. See here for some examples:

http://moi3d.com/forum/index.php?webtag=MOI&msg=804.26
http://moi3d.com/forum/index.php?webtag=MOI&msg=2833.5


> P.S. Is there a way to programmatically add points along
> a curve in MoI? I'd like to write a script that would take a
> profile curve, add a bunch of points to them then apply some
> noise to them <...>

Try the Rebuild command for getting a bunch of points along a curve:
http://moi3d.com/2.0/docs/moi_command_reference10.htm#rebuild

But there is not currently any way for a script to access the individual control points of a curve, so without that it's not really possible to make a script to jiggle them around right now.

- Michael