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Full Version: Top 5 Features list for V3 !

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From: 3DKiwi
21 Jul 2010   [#37]
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
21 Jul 2010   [#38]
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
21 Jul 2010   [#39]
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)
22 Jul 2010   [#40]
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-
25 Jul 2010   [#41] In reply to [#40]
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)
26 Jul 2010   [#42]
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
2 Aug 2010   [#43] In reply to [#42]
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
2 Aug 2010   [#44] In reply to [#43]
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)
2 Aug 2010   [#45]
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
2 Aug 2010   [#46] In reply to [#45]
"""""""""""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
2 Aug 2010   [#47] In reply to [#46]
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
2 Aug 2010   [#48] In reply to [#47]
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
2 Aug 2010   [#49] In reply to [#48]
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
2 Aug 2010   [#50] In reply to [#48]
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
From: BurrMan
2 Aug 2010   [#51] In reply to [#50]
Oh Ok. I see what you were saying there. Sounds like that would do it too! Thanks
From: ed17 (ED17ES)
9 Oct 2010   [#52]
MoI is the best nurbs modeling software!!! congrats Michael!

All the features that have been asked will be welcome but I have another one: Smooth. Some times when i make a network, the generated surface gets wrinkled. So smooth please!!

Another one is make2d like in rhino. Silhouette is fine when you are working with one object, but when there are objects behind other objects it makes lines that you dont want.

Deformers would be a great implementation for MoI too. Imagine one solid taking the shape of other one while embracing it!

Offset and shelling tools need to be improved. For example, when you offset too joined surfaces, some times it will create intersecting surfaces not joined.

Well thats all for now!
From: niko (NICKP100)
10 Oct 2010   [#53]
Variable filleting, continuity options in the network command (so that creases are not visible when building something patch by patch), variable blending.
I consider those to be basic functionalities.
I'm sure SuperMike will come up with something awesome!

This is Sparta
From: bisenberger
14 Dec 2010   [#54]
Here's my 5

1) Texture support
2) comprehensive training video
3) Rhino 5 compatibility
4) option to maintain Rhino texture coordinates
5) option to have objects grouped and named by Styles when exporting to LWO for modo

Thanks for the great software Michael!
Bill
From: twofoot
14 Dec 2010   [#55]
more tools for engineers. LOL

-array (either by angle, centerpoint, spacing, etc.)
-bend
-divide space (equally, by a number, etc.-sort of an offshoot to array)
-printed manual for $10 postpaid in the USA

Cheers,

Chris
From: Michael Gibson
14 Dec 2010   [#56] In reply to [#55]
Hi Chris, just a quick note re: Array

The already existing Transform > Array > Circular command lets you create an array by an angular distribution around a centerpoint:



And the Transform > Array > Curve command next to it can create an array by evenly divided spaces as traveled along a path curve:




Some more information on these here:
http://moi3d.com/2.0/docs/moi_command_reference8.htm#arraycircular

- Michael

Image Attachments:
array_circular.jpg  array_curve.jpg 


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