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From: mkdm
Hi Michael,
> For your steps the only other possibility that I can think of at the moment is
> if your main object is a solid you could try selecting everything and running
> the Boolean Merge command rather than retrimming it, that might be more convenient.
Thank you very much for your suggestion.
I tried this method and it works fine and it's also a little bit faster then retrimming.
As said by you, this method works only on solids.
In case of manipulating polysurfaces i am forced to use the retrimming.
A little more question regarding solids.
I noticed that creating a simple 3d box object, it's possible to enable solid point editing directly on the object created.
But, if i'm not mistaken, it seems the only solid primitive that has this feature.
My question is : when a solid object can be directly modified using solid control point editing ?
That is, what is needed by an object to be able to be manipulated with solid control point editing ?
Thank your for your help and have a nice day.
Marco (mkdm).
From: Michael Gibson
Hi Marco - a solid can only have control points turned on if each surface in the solid are "naturally trimmed", which means the trimming boundary corresponds to the boundary of the "underlying surface", and each of those underlying surfaces has the same control point structure at their common edges.
That's the case for a box and also things constructed from say sweep or loft (unless capped), but if you take a cylinder for example and use Edit > Separate on it and then turn on control points for all the individual surfaces you'll see the caps on the cylinder have an "underlying surface" that is a 4 point plane and the circular shape of the cap comes from a trim curve that is internal to the surface.
It would not be good to be able to turn on control points for solids that are like that because moving one of the plane's corner points for example would then open up a gap in the solid where the cap and cylinder would not meet up anymore.
This is illustrated and explained in more detail in this FAQ answer:
http://moi3d.com/wiki/FAQ#Q:_Why_does_show_points_work_for_some_objects_but_not_others.3F
- Michael
From: mkdm
Hi Michael,
> This is illustrated and explained in more detail in this FAQ answer:
>
http://moi3d.com/wiki/FAQ#Q:_Why_does_show_points_work_for_some_objects_but_not_others.3F
Really i cannot tell you how much i wish to thank you for this clarifying explanations !!
> a solid can only have control points turned on if each surface in the solid are "naturally trimmed",
> which means the trimming boundary corresponds to the boundary of the "underlying surface",
> and each of those underlying surfaces has the same control point structure at their common edges.
So, if i understand correctly, it's like saying that the "solid control points editing" it is only possible
on objects that are made by UNTRIMMED surfaces only.
Is it right ? I hope so.
Nice night,
Marco (mkdm).
From: Michael Gibson
Hi Marco,
> So, if i understand correctly, it's like saying that the "solid control points editing" it is only possible
> on objects that are made by UNTRIMMED surfaces only.
Yes, that's correct.
- Michael
From: mkdm
Ok. Thank you!
Ciao!
Marco (mkdm).
From: Lavellotron
"- Record the position of a 3D camera view and be able to find or copy it to another file."
Is there a way to do this now via scripting?
I need something like this now. I'm generating drawings using the Adobe Illustrator export feature. Really great feature by the way!
I have models in different 3dm files. It is next to impossible to have each drawing keep a consistent zoom, orientation & perspective without a way to "save" the 3D Camera vector.
From: Michael Gibson
Hi Lavellotron, yes it is possible to get the location of a camera view by scripting currently, check out here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=5981.2
- Michael
From: boblog
Hello Michael,
Can be cool to have a bridge to Keyshot?
The bewel tool can be better....
Love this app a lot !
Thank you again !
Nicolas
From: Michael Gibson
Hi Nicholas, there are so many different rendering programs out there that it's not very feasible for me to work on specialized connections to every single one, it would just take me too much time. In general I'm much more focused on trying to support standard file formats well.
But in the future when I have a more extensive SDK, you could then ask Keyshot if they would work on a bridge type feature.
- Michael
From: trc (TERRYC)
I would like to add my support for native dimensioning and notation. No disrespect for Max's script which has been very helpful, but MOI deserves a fully integrated approach to communicating with clients. For me, that means a robust and flexible notation environment that can be exported to Illustrator as editable paths without a clunky background image. I realize that a background image may be needed to support model shading but I would like to see MOI's notation capabilities implemented in the same manner as its curves. For me, the most significant improvements in MOI will be those that help me communicate with my clients and production teams. And... by the way... thanks for this software.
From: wastzzz
+1 for that.
I also have the need to communicate with clients thus annotation tools are essential.. Also, a block\instance system would make everyone's life easier.
From: ptaszek
Do we know when v4 will be released? :)
I would like to have an option for dark UI and new icon ;)))
I could design one for free :P
From: 2byts
A more Robust Fillet Engine.
Outliner for organization.
Parenting with nulls
Subdivision support like with polygons and being able to toggle subdivison level. Will help with more organic possibilities.
From: amur (STEFAN)
I have currently only one wish, which is VRML (.wrl) export for 3D color prints, to avoid importing into Blender and preparing the model(s) there, for export.
Regards
Stefan
From: Michael Gibson
Hi ptaszek,
> Do we know when v4 will be released? :)
Sorry no, there isn't any specific release date set yet.
- Michael
From: Jacob (JACOB_H)
I know its not entirely v4 related but what about a forum overhaul?
From: 3image
I don't know if this was already mentioned, but I'd love to see a kind of "fillet to maximum" option in the filleting settings. You know, you have to fiddle sometimes to make a fillet as big as possible until MoI says "calculation failed". I'd like MoI to do this for me and fillet to the maximum distance that's possible for that certain set of edges.
From: Michael Gibson
Hi Jacob,
> I know its not entirely v4 related but what about a forum overhaul?
I will be doing a web site overhaul here at some point but probably not until v4 is further along.
The forum will probably get some cosmetic tweaks at that time, but functionally it's working quite well and so I don't expect to have any major changes in how it actually works.
- Michael
From: Michael Gibson
Hi 3image,
> but I'd love to see a kind of "fillet to maximum" option in the filleting settings.
Unfortunately that's a quite difficult thing to calculate and there isn't anything set up for that in the geometry library.
- Michael
From: Mindset (IGNITER)
Hello to All...
I don't know if it is even plausible... but a multi-segment marquee selection tool might be useful in some situations.
Over all, I'd say that MOI3D is my favorite software of all time, and certainly the forum community too.
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