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From: 3DKiwi
Couple more from me:
Bend tool or bend deformer
Deform to curve deformer
In both cases it's often best to model something straight then bend it once finished.
And if you want to go the whole hog then add bulge, twist, taper and cage deformers.
Nigel
From: FiL (FILIPPOL)
> All the tools simultaneously on screen.
FiL
From: Brian (BWTR)
Yes
Brian
From: 3DKiwi
Add vote for all tools visible at once. Be nice to be able to have them on my second monitor as well.
Nigel
From: Marc (TELLIER)
Great list so far!!
Here's mine::
-Transform object to follow along a curve.
-2d Flattening of a 3d object.
-Variable width fillet.
-Improved Blend.
-That-Astounding-tool-that-only-the-author-of-this-software-can-imagine.
I would like Instances but only if it's relatively easy to implement as I rather see improvement in modeling.
Marc
From: Sharif (SR13765)
Here is mine;
-grouping is very important.
-I don't know how difficult is to do, but it would be great if you can extend parametric capability of the commands beyond the command execution and to be able to change the parameter of the objects after the command is executed. For example in array command after the execution of the command MOI will makes a " array group" and with another command or by clicking on the group (edit array) will be able o change the parameters value.
-Surface panelization. Right now is possible to divide a surface, all we need to assign any object to divided surface sections.
If I get any of these, i will be very happy, If not I am still very happy with MOI.
Sharif
From: 3DKiwi
Yeah I quite like the idea of an "Array group". Sounds similar to some of the generator objects in Cinema 4D where you place an object as a child object of a generator object e.g. Array object or MoGraph cloner object. The settings of the Array object or Cloner object can be adjusted any time.
Object grouping is probably the number one thing for me.
A few things like the menus need expanding so you don't have to keep adding scripts for everything. e.g. incremental save
I would also like more flexibility with windows. Sometime I want just 2 windows e.g. top and perspective.
Nigel
From: 3DKiwi
Something else I would like to see is the style colour that's assigned to a named object be displayed next to the name of the object in the browser. The object then doesn't have to be selected to see what style is assigned to it.
Nigel
From: Satoribomb
Gotta add my vote for the deformation tools in V3.
Grouping would also be a huge help.
Looking forward to the next round of betas with beta'd breath!
From: Frenchy Pilou (PILOU)
A very simple :)
Rotation along a curve
Now it's not so simple: Array curve + align to surface is some tiedous
Array circular + Vertical step is along a line
Or maybe someone has a trick?

Image Attachments:
rotate.jpg
From: -ash-
My top 5:
1. grouping
2. more selection tools
3. easier to configure interface with dual screen support - e.g. tear off tabs or tools on second screen
4. deformation tools
5. That-Astounding-tool-that-only-the-author-of-this-software-can-imagine - I'm with Marc :)
plus all the usual goodies that Michael always has in mind.
From: Basic Slave (CREATIVECONTROL)
For me just a couple things:
I'd like the option of more traditional transform tools (see Maya or Softimage as good examples). I really like what's there but sometimes the traditional way is just faster. (PS I'd like to add MoI's tools to Maya and SI too!)
A variable radius fillet would be very useful.
64bit would be useful to me. I need more RAM access.
From: BurrMan
I think this had been discussed before by you also michael. Just wanted to be sure and list it in. When working on Blend, taking a look at adding the ability to control the bulge placement and direction. So a flip and perhaps a slider for the buldge location. :)
From: Michael Gibson
Hi Burr, could you maybe describe a bit what you mean by "bulge location" ?
The way Blend works, there's basically a kind of bulging happening at every single location along the blend, the bulge factor controls whether you want something that's kind of taut like this:
Or whether the blend shape bulges out more from its connecting edges like this:
But that kind of shaping is something that comes into play at every single connection point between the 2 edges, it's not like there is just 1 single point where there is a bulge, it's part of how every connection is made between the edges being blended.
- Michael
Image Attachments:
burr_blend_bulge1.jpg
burr_blend_bulge2.jpg
From: DannyT (DANTAS)
Hi Michael and Burr,
We've discussed this here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=2915.1
Is this what you're talking about Burr?
Cheers
From: BurrMan
"""""""""""Is this what you're talking about Burr?""""""""""""""
That Danny has a mind like a Steele Trap. Thats the thread I was refering to where it had been discussed before.
And then the flip, I'm not sure how/if that works...I understand it's about applying a curvature from the existing surfaces, but then to be able to flip/invert that could be some type of cavity tool. But, maybe thats just me looking for "wacky tools?"
But basically sliding the apex of the buldge around could be useful.
From: Michael Gibson
Hi Burr, sorry I'm still not sure if I'm understanding...
> But basically sliding the apex of the buldge around could be useful.
Do you mean a slider to control the bulge like this one here: ?
> And then the flip, I'm not sure how/if that works...I
> understand it's about applying a curvature from the
> existing surfaces, but then to be able to flip/invert that
> could be some type of cavity tool.
You can do this with the current Blend command by entering in a negative value for the bulge, that flips it to the opposite side, here's an example:
- Michael
Image Attachments:
burr_blend_bulge3.jpg
burr_blend_bulge4.jpg
From: BurrMan
Well look at that...FLIP and I didnt even know it!! Presto!!! lol
As far as the other option, I envision it being an opprtunity to control the surface like this..
FIrst, this is a regular MoI blend with some bulge. Note the bulge favours one side (The strong side perhaps???) I've called dthis the apex.
The new slider would allow the control/ability to "slide" the bulges apex (Pardon the pun)
The values that Danny refers to in that other thread I read as this. The two number 1 values are the "Depth" at which the skew has to work. The number 2 value is the bulge as it remains now, and the number 3 value is the skew value, which slides the apex back and forth to be strong on one side or the other..
From: BurrMan
The 2 number 1 values above, could even be like a Conic RHO value, as opposed to an actual "distance" which would be hard to figure out on the fly.
From: Michael Gibson
Hi Burr, I think I understand now.
> FIrst, this is a regular MoI blend with some bulge. Note the
> bulge favours one side (The strong side perhaps???)
Well, remember the Blend adapts itself to the directions of the objects it is connecting.
The shape you have on the left there has a tangent direction pointing more sharply up in the vertical direction than the one on the other side, so the half of the blend that attaches to that side correspondingly also goes up more in the vertical direction.
What would help to alleviate that would be to have an adjustable bulge for each side with 2 sliders instead of just one global slider that bulges each side by the same amount. An option to adjust bulge independently for each side is one of the things that I do want to add to Blend.
- Michael
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