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Full Version: V4 beta Dec-12-2017 available now

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From: mkdm
18 Jan 2018   [#127] In reply to [#126]
@You : "If you have not seen any intermittent freezing you shouldn't modify these settings."

OK! Got it.

Anyway ASAP i will make other tests with some heavy 3dm scenes in 3D view full screen inside Moi.

I will let you know.

We'll catch up.
From: Michael Gibson
18 Jan 2018   [#128] In reply to [#127]
Hi Marco,

> Anyway ASAP i will make other tests with some heavy 3dm scenes in
> 3D view full screen inside Moi.

If the purpose of your test is to see if you have the intermittent freezing issue that's been recently discussed you just need to test a very light scene as alksndr was showing here:
https://imgur.com/GwAndSt

- Michael
From: mkdm
18 Jan 2018   [#129] In reply to [#128]
Got it!

OK, I'll do that, then

Thanks :)
From: Puz (LEEPUZNOWSKI)
19 Jan 2018   [#130]
I'm currently using the Moi 4 BETA to clean up some .SAT files. While importing the object it is fully joined. After I repair some areas, save the file and reopen the object is separated so all surfaces are not joined. This wasn't happening with V3. Has something changed which is separating the objects after deleting some areas and/or saving?
From: Michael Gibson
19 Jan 2018   [#131] In reply to [#130]
Hi Puz, it is possible for it to happen in v3 too - the SAT importer will do this if it has certain kinds of errors when processing the imported trimming boundaries.

So it's likely to be something that's specific to that particular file. If you make something simple in v4 like a box and then export it and import it back again do you get a solid?

Is it possible for you to send the file to me at moi@moi3d.com so I can take a look?

- Michael
From: Puz (LEEPUZNOWSKI)
19 Jan 2018   [#132] In reply to [#131]
Hi Michael,

I tested the same file on both versions of Moi. I'm assuming it must be related to the file, but wasn't sure why 3 wasn't separating it, but 4 was.

Unfortunately, I cannot send the file. Although I did test exporting/importing a simple shape and that behaved correctly. I guess you'll have to file this one under "odd behaviour of complex file error". I'll make some further tests to see if it happens again.
From: Michael Gibson
20 Jan 2018   [#133]
Hi Max, I've finally had a chance to examine the SpherePoints+ performance issue you wrote about here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=8682.16
quote:

4. Interactive scripts perfarmance problem. MoI v4 18.11 works much faster than with 13.11, but still

slower than MoI v3/4(Win) and v3.1(Mac).
You can check it with my SpherePoints+ script. http://moi.maxsm.net/item/2

After some testing to rule out draw performance I was able to determine that it's due to the script using window.setInterval() to look for updates. It seems that recent WebKit and Chrome browsers delay the .setInterval timers if there is other intensive activity like continuous movement of the mouse I guess. I'm not sure why it only happens in MoI on the Mac version, maybe only the Mac OS happens to have the support for it.

There's a discussion of it in Chrome here:
https://bugs.chromium.org/p/chromium/issues/detail?id=570845

I haven't found the checkin that added it to Webkit but a lot of times Webkit and Chrome copy stuff from each other since only a few years ago they were the same codebase.

It sounds like it might be possible to use a different web timer api "requestAnimationFrame" which might not get delayed like setInterval:
https://stackoverflow.com/a/43951402
but I did not test that.

For this script it would be better to not use a timer at all and instead update things when a UI event is fired, that should ensure no delaying and also not burn CPU cycles by continuous polling when nothing is being actually changed in the UI. I've attached a modified version of SpherePoints+ that does it like that and it seems to solve this Mac performance issue. If you have this same problem in other scripts that are also using window.setInterval then it's likely to be the same thing there. Please let me know if you have seen any other script performance regressions in v4 that do not involve setInterval.

Hope this helps! - Michael

EDIT: forgot attachment

Attachments:
_SpherePoints2.zip


From: Max Smirnov (SMIRNOV)
20 Jan 2018   [#134] In reply to [#133]
Hi Michael,

Yes, there something strange with webkit timers. Nodeeditor also uses setInterval, but it works much smoother than my SpherePoints script.
When I move mouse cursor inside Nodeeditor window - everything works good, but when I move cursor outside the window - a significant stutters appears.

Thank you for links, I'll read it tomorrow.

quote:
For this script it would be better to not use a timer at all and instead update things when a UI event is fired, that should ensure no delaying and also not burn CPU cycles by continuous polling when nothing is being actually changed in the UI.

Yes, you're right. Your script works faster.

quote:
Please let me know if you have seen any other script performance regressions in v4 that do not involve setInterval.

I tested all my scripts with MacOS 10.13.2 - everything works great (except the scripts which uses setInterval). I noticed significant performance increase!
For example, Cloth simulation script works about two times faster than before. I'm impressed.
From: Michael Gibson
21 Jan 2018   [#135] In reply to [#134]
Hi Max,

> I tested all my scripts with MacOS 10.13.2 - everything works great (except the scripts which
> uses setInterval). I noticed significant performance increase!
> For example, Cloth simulation script works about two times faster than before. I'm impressed.

Great! I wasn't really sure exactly how the 64-bit build work out for script performance.

The one other v4 performance regression that's been reported is Extrude giving lagging feedback in the Mac version. I've got a fix for that for the next beta.

- Michael
From: pafurijaz
23 Jan 2018   [#136]
Hi I was wondering if in the future there will be a native version for linux? Thanks :)
From: Michael Gibson
23 Jan 2018   [#137] In reply to [#136]
Hi pafurijaz,

> Hi I was wondering if in the future there will be a native version for linux? Thanks :)

Right now there isn't any set plans for that, but it could be possible in the future if there is an increase in demand for it.

It takes a substantial amount of work for each additional platform. I'm stretched pretty thin as it is just supporting Windows and Mac native builds.

- Michael
From: bemfarmer
24 Jan 2018   [#138]
Hi Michael,

Is there a way for a script to tell if it is running in MoI3 or MoI4? A version tag or flag?

- Brian
From: pafurijaz
24 Jan 2018   [#139] In reply to [#137]
Thanks, I hope for you and for me but especially for Linux, that there is an increase in demand, I will do propaganda in my little;)
From: Michael Gibson
24 Jan 2018   [#140] In reply to [#138]
Hi Brian,

re:
> Is there a way for a script to tell if it is running in MoI3 or MoI4? A version tag or flag?

Try moi.majorVersionNumber, that will be a numeric value of 3 or 4 for v3 or v4.

There is also moi.version which returns a longer string like "4.0 Beta Dec-12-2017".

- Michael

Message 8731.141 was deleted


From: AlexTesting
2 Feb 2018   [#142]
Hi, Michael Gibson, I am a user of trial version now, but I want to purcase the program. Seems like you improve the V4 a great deal, and I really like version 3, but there is a minor (in terms of implementation) thing, that can have a very huge impact, since I know people who tried MoI and basically because of a single thing decided to use other program. This thing is interface. In particular, line weight on the model and on the grid. See, because of thick lines the whole model or scene can look dirty. And, increasing the complexity it will look dirtier and dirtier. It's about anti-aliasing as I understand. Will you implement thin and elegant lines insetead of thick lines? Thank you.
And, maybe, make options to change the UI colour (light-blue and orange), built in MoI, not through external ways. Maybe, change the icons to more minimalistic and clean, maybe with more sharp edges. You will see, more people will be willing to use clean and pretty looking program.

Besides UI, there is a fillet thing that MoI can't do, it seems. Is it possible to improve filleting?

Thank you.

Image Attachments:
1.JPG  2.JPG 


From: Michael Gibson
2 Feb 2018   [#143] In reply to [#142]
Hi Alex, there is an option you can set to use thinner antialiasing, see here for more information:
http://moi3d.com/forum/index.php?webtag=MOI&msg=5961.2

I'm sorry but I don't really view the look of the icons to be very significant, it's just not something that is a priority right now. It is possible to customize them yourself if you want by editing the PNG files in the \ui sub-folder.

Filleting is something that I would like to improve in the future but I'm not sure when it will happen, there is a lot of work involved. If difficult filleting is a priority for you, some other CAD program would probably work better than MoI for that type of use.

- Michael
From: AlexTesting
2 Feb 2018   [#144] In reply to [#143]
Thank you, Michael, it looks very nice now.
Understandable about icons.
Sometimes fillets can be difficult, but no program can be so fast as MoI, it seems, with all the hotkeys, snapping and no splitting between solid and sketch modules. I like MoI.
Have a good day.
From: Michael Gibson
2 Feb 2018   [#145] In reply to [#144]
Hi Alex, I'm glad that helped!

Some people like to use MoI in combination with other CAD programs for handling filleting that MoI isn't able to do on its own yet.

Some good candidates for that type of use are ViaCAD, OnShape, and Fusion 360.

- Michael
From: mkdm
2 Feb 2018   [#146] In reply to [#145]
Hello Michael!

How are you ? I hope fine :)

Did you plan to release a new beta soon ?

Thanks.

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