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Full Version: Polygonal Converter.

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From: Frenchy Pilou (PILOU)
28 Mar 2015   [#291]
In Plugin Subdivision what is the use of the View Control Points
as we can't select them! ?


From: Michael Gibson
28 Mar 2015   [#292] In reply to [#288]
Hi Max,

> When MoI joins separated parts it changes ID's of the faces. So I can't find
> which faces are new created.

Yeah that's just basically how ID values work - they are basically tied to a specific version of an object. When an object is edited in any way, the new objects generated from that then have their own new ID values as well.

Maybe instead of setting up a style to track it you could assign object names to the faces you want to track, I think they should persist across the separate as well.

- Michael
From: BurrMan
28 Mar 2015   [#293] In reply to [#291]
""""""""In Plugin Subdivision what is the use of the View Control Points
as we can't select them! ?"""""""""

You can preview the point structure you are making. One of the unique things about max's script is it will generate "solids" that will show their points, like a revolve object does....
From: adamio
29 Mar 2015   [#294]
Impressive work Max, thanks for sharing :)
From: Mike K4ICY (MAJIKMIKE)
31 Mar 2015   [#295]
How in the heck did I miss this! This is an awesome set of tools Max!

I can't wait to see you future progress with the sub-d tool in Moi.



Two things I'd be interested in:
1) A way to sub-D with an open face. The perimeter around the open face staying pretty much static except for it's own division.
For an example, if you divided a cube with a missing face, you would end up with sort of a cup shape.
2) If only there was a way to take existing Moi multi-surface solids and convert them into polygonal structures much like the .obj export works, except in a live manner that allows for sub-D to work on it.
In effect a melty tool for an existing Moi object.

But what do I know? My head is spinning of the possibilities of incorporating some pseudo organic character into any Moi model. ...it's like a teaser T-spline.
From: ed (EDDYF)
31 Mar 2015   [#296] In reply to [#295]
Mike - I was wondering when you were going to join the party :)

I'd like to see a way to delete a section that resulted from a split. For example, after making a box and Spliting it into sections, I'd like to be able to remove some sections.

Right now I can delete faces, but that leaves a hole. I'd like to go from the top object to the bottom object (without the missing faces). I know I can make the solid object using Splits and extrusions, but the ability to remove a section becomes important when you're well into a project and realize you need to remove a section.

Ed Ferguson

Image Attachments:
splits.png 


From: BurrMan
31 Mar 2015   [#297] In reply to [#295]
Majik,

For #2, look at the "subd classic" command. It has a button for planar and catmull clark. It may be tricky on native moi, but with split, you may be able to fix up ngon areas first...

That may be the start of the area you are refing ........
From: Mike K4ICY (MAJIKMIKE)
31 Mar 2015   [#298] In reply to [#297]
And it would be awesome if the new one could work on open edges like that.
From: LAWRENCE
31 Mar 2015   [#299]
Kssssss....

Image Attachments:
Snake.png 


From: Andrei Samardac
1 Apr 2015   [#300]
Hay guys, I just watching this theme and always want to say, that primitive stuff that you made with SubD plugin in MoI could be made 20 years ago with regular SubD and not so primitive but much more advanced. But looks like you are happy like kids, making that simple stuff, so do not going to break up you happiness :D))!
From: mattj (MATTJENN)
1 Apr 2015   [#301]
But the advanced stuff always originates from the simple stuff . . .

Matt
From: danperk (SBEECH)
1 Apr 2015   [#302]
...
From: 3dcnc
1 Apr 2015   [#303] In reply to [#300]
"SubD plugin in MoI could be made 20 years ago with regular SubD" Andrei Samardac

Its not the just subD that is amazing but the potential to model organic "nurbs" forms from simple Moi objects.

Nurbs subD forms will be smooth at any size with no faceting unlike polygons . Its a great option for product design.

Its really polygons vs nurbs. Polygons will however always be more flexible for character modelling ( displacement maps)

Also, objects in NVil( your software) , 3dcoat or Silo can be imported and converted to nurbs !!!!!! Amazing
From: Mike K4ICY (MAJIKMIKE)
1 Apr 2015   [#304]
I embrace any worthy addition to Moi's repertoire.


From: Andrei Samardac
1 Apr 2015   [#305]
3dcnc, are you shore this plugin smooth perfectly? I am not explored it but I remember people here say that it is not perfect.
And you are right you can make simple things from simple things :) But how about something real, not about some toy models? There is big lack of polygonal instruments here. So to make something real, I mean organic shapes, you will spent a lot of time using MoI.

So lets look seriously on it, it is a big step forward but it is far away from ideal environment for creating organic shapes.
So if you want serious results in modeling why not to learn SubD modeling? And you can convert your SubD to Nurbs at any time.

I was not going to insult anybody here..
The things for me looks like you are so happy like you invented the wheel in 21 century.
From: Ronamodeler (RON_A)
1 Apr 2015   [#306]
haha! Nice, Mike. Sure didn't take you long to put Max's script to the test! :-)
From: ed (EDDYF)
1 Apr 2015   [#307]
"... I embrace any worthy addition to MoI's repertoire."

I agree. And the issue is not how long SubD has been around, or whether there are better dedicated SubD programs available.

The issue is, there is now a viable option within MoI to create objects that otherwise required the user to learn a whole new program.

Max's scripts open new possibilities within MoI while still using many of the same tools I'm already familiar with: extrude, alignments, create solid, scaling, view points, etc.

And, I can easily see how the objects fit together with other traditional NURBs objects. And I can perform Boolean operations on the NURBS object created with the scripts. Need a clean hole cut through the object? No problem.

The real benefit to me is the integration: Familiar tools. All my model parts visible at the same time. Ability to visualize how all these parts fit together without exporting/importing from another program.

Do Max's scripts have all the functionality of a dedicated SubD program? No. But, they've only been around less than a month! And MoI doesn't need to emulate the features of a dedicated SubD program. What was missing is a simple solution for users to create some simple organic shapes that were difficult or impossible to make with NURBs.

Hopefully this functionality will improve and get added to the core of MoI at some point. I think the hit to the UI would be minimal, as MoI already has many of the supporting tools already in place. Heck, so far it's only 4 scripts (buttons) plus an OBJ import. Just need a new menu tab added to the Construct / Transform window.

Ed Ferguson, aka Happy Kid
From: 3dcnc
1 Apr 2015   [#308] In reply to [#305]
Hi Andrei

I think there might be some issues with smoothness ( continuity/tangency) between surfaces , but that is even the case with Tsplines for Rhino. ( from what I hear)

I don't trust accuracy models made in poly modelers. I get problems with them all the time. They are great for presentation , but generally rubbish for manufacture. I run a business called www.3dcnc.co.uk . My work can be found here. http://www.3dcnc.uk/

Poly modelling is a skill and art. I can see that you have that skill. I would generally only use it for character modelling in my business.

I love Moi for its simplicity. I try to get students interested in modelling using it. Its a great start. Any extra tricks helps me prove that Moi is worth learning.


Which software do you use to convert your poly model to nurbs?
From: Andrei Samardac
1 Apr 2015   [#309] In reply to [#308]
3dcnc, I use T-Spline, quality is thousands time better than subd plugin. But I made it not so often I prefer to finish model in Poly if I started it in Poly. I prefer not to mix, because I can not take any advantages of this only troubles. If I need it in Nurbs I convert it after everything is finished.
From: chrisd (CHRIS_DORDONI)
1 Apr 2015   [#310] In reply to [#309]
3dcnc,

-Can you clarify what issues you have with poly models and machining?
-By accuracy, do you mean you have vertices that are not joined or other topology issue, or do you mean you need to make parts that fit with a relatively tight tolerance?

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