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Message 7713.839 was deleted
From: mkdm
Amazing stuff!!!
I said this so long ago but now I repeat it: "I think there's a Moi BEFORE Max's contribution and a Moi after Max's contribution"
Moi is the EXCELLENT, TOP-NOTCH, basement, and Max's stuff is what makes Moi jump to the NEXT level!!!!
From: Barry-H
Hi James,
can you post the remapper nod I tried to repeat it but something not right.
Also I can't get the fillet node to work so not sure if I'm missing something.
Cheers
Barry
From: James (JFH)
Hi Barry
The reason remapped.nod failed to work may have been due to not updating interface.js
The attached file needs to replace the existing version at:
C:\Users\<user name>\AppData\Roaming\Moi\nodeeditor\nodes\interface.js
Hope this helps
James
From: Barry-H
Hi James,
works fine I had interp node where yours as progression node.
My Interface.js was Ok.
Ps with regards to my fillet issue can you post a simple example.
Many thanks
Barry.
From: James (JFH)
Hi Barry,
>> I had interp node where yours as progression node.
It will work with both means of creating a num series, but
it is necessary that the input range is identical.
I am hoping that Max's fixes this so any range can be input
thereby deprecating my reMapRange macro.
>> Fillet
Fillet is a bit different from most nodes in that it requires manual
interaction mid-process. Refer to Karsten's instructions here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.941
Hope this helps
James
Message 7713.845 was deleted
Message 7713.846 was deleted
From: FDP
Is there a way to autocenter the canvas, or have a mini zoomed-out preview of the canvas? Not having a middle mouse button has made canvas interaction a bit difficult, it would also be nice to allow easy remap of those buttons (sorry if that is already a possibility) and using +/- for zoom would be great as well!
From: James (JFH)
Hi FDP
>> Is there a way to autocenter the canvas, or have a mini zoomed-out preview of the canvas? <<
2 finger double tap on trackpad will zoom to mid-range, however it does not center the canvas.
Max is aware of this and says he'll will revise for next version.
http://moi3d.com/forum/index.php?webtag=MOI&msg=7713.808
Hope this helps
James
From: bimaloy30
The editor is a plugin for MoI. MoI has a VERY ACTIVE community, with the owner/programmer answering any questions you have in the forum. It's hugely more easy to use than any other solids modelers and has one of the best if not the best NURBS to POLYS converter I've ever seen.
4 will be beta any day now, but you have to own 3 to be able to download it. It will probably take a year to go golden, so you're best off just purchasing 3 now.
It's a stunning app, perfect for solid design and concepts. IMO, one needs both a poly modeler AND a NURBS modeler (and a topology modeler). I still enjoy using both SketchUp and MoI and go between them often. I also really like 3D Coat for topology.
You won't go wrong trying MoI. It's that good.
https://discord.software/
https://downloader.vip/adobe-reader/ https://downloader.vip/itunes/
From: James (JFH)
Hi Max,
Remapper node: >> but I need more time to make it work ... it's really hard. :) <<
I found this website
http://cubic-bezier.com/
& wondered if it might offer you some direction.
(
http://cubic-bezier.com/cubic-bezier.js)
All the best
James
Image Attachments:
cubic-bezier.gif
From: mkdm
Very interesting experiment...
Thanks James!
From: James (JFH)
Hi Max,
I have another small suggestion that would be a big improvement for NE.
At the moment all selected geometry, whether byName, byStyle or manually selected, ceases to be responsive to change, which generally is fine.
However there are cases where it would be beneficial if changes to selected geometry was reflected in NE in real time. One example is the use of attractor points: in this way interactivity could be achieved through direct manipulation of point on ground plane rather than abstracting the attractor as x & y slider inputs or to the dot on the Slider2d widget.
I'm proposing that the selection nodes are manually updated as the default setting but have the option of automatic updating at a given frequency (n times per sec) or alternatively if you prefer, at a given interval (in milliseconds).
I recognise that this will greatly increase the computational load, when set to Automatic; but it could be reduced by halting the data stream when there is no change (above a certain threshold), so that when there is no alteration to base geometry the computation load is similar to Manual setting.
Please let me know what you think
James
Image shows selected curve with control points on in red, & post-adjusted cPts & curve in Black. Ideally the 2 would be in accordance: which is to say, that adjustments to original cPts would be reflected in NE and hence the generated curve would correspond to the manually manipulated curve.
UPDATED:
PS Rather than have 2 options (manual & Automatic) it could simply be that the is just a "Freq/sec" field with 0 as the default setting, which would in essence, amount to the same thing.
Image Attachments:
autoUpdating.gif
Message 7713.853 was deleted
From: Max Smirnov (SMIRNOV)
Hi James!
Sorry, I have no plans (and I have no time) to write any math or geometry nodes for NE this year.
I certainly will continue development of node editor (January or February, I don't know..)
From: VG (VEGASGUITARS)
Could this be used for guitar curves like arch tops?
From: Michael Gibson
Hi Neil,
re:
> Could this be used for guitar curves like arch tops?
It's theoretically possible, but it would involve quite a lot of work. Basically the node editor is a different way to build models by building the instructions to do it. It's a form of programming.
- Michael
From: VG (VEGASGUITARS)
OK - a bit too advanced for me then. Seems the guys who do car modeling use different methods than I do - although some car curves and guitar curves are quite similar. Would like to pick up more of their methods. Any suggestions?
From: Michael Gibson
Hi Neil, you might look for Rhino tutorials on car modeling. It tends to be a pretty advanced area.
- Michael
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