Is there a design philosophy behind the decision not to implement permanent viewport construction guides?

 From:  jonmoore
6363.10 In reply to 6363.9 
>Yeah sorry I was over generalizing the term "poly modeling" and referring more to sub-d modeling for character animation / movie effects type stuff.

No problem at all.

The lines are getting blurred these days. Some architects are using sculpting tools like Mudbox & Hollywood VFX houses are using the likes of Revit to create virtual set designs so it's role reversal time in so many cases. One of the few good things that has come out of Autodesk's Pacman like tendency to gobble up any product it sees as a potential threat, is that practitioners in design business are being exposed to a wider choice of tools and this has had the end effect of making some of the more adventurous firms more agnostic in their choice of tools. Visualisation businesses used only need to worry about translating CAD files ready for texturing, rendering & animation in the likes of Max & C4D but now we're using gaming engines such as Unity 3D to create interactive walkthroughs or having to ensure the models we create for rendering workflows are also shipshape for prototyping via 3D printing technologies. IMHO the better studios out there need a mix of 3D design specialists and more free thinking generalists if they're going to be able to deliver on ever more ambitious client demands. This is one of the reasons that I've been looking at the likes of MoI/Rhino as an extra toolset for my team. Nurbs tools enable us to deliver on certain design briefs with much greater efficiency. They also make a designer think differently about the challenges of the brief, which can only be a good thing.

Thanks again for taking the time to explain some of your thinking behind the way MoI functions, it's greatly appreciated.

jm