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From: Michael Gibson
Hi Martin, that's actually how boolean merge is meant to work when open surfaces are involved. When there are open surfaces it will try to extract all closed volumes it can and remove the exterior surfaces, there's another example here:
http://moi3d.com/3.0/docs/moi_command_reference7.htm#booleanmerge , see the one labeled "Boolean Merge can also be used to extract a common solid volume from a set of intersecting surfaces:".
> If not a bug, then why does that particular part go missing?
It's because it's an open surface and not a closed volume after everything has been intersected and merged.
- Michael
From: blowlamp
Thanks for explaining that for me, Michael.
I didn't need that particular bit, but could you tell me if there's a way to retain those parts in case you wanted to use them for something later, please?
Cheers, Martin.
From: Michael Gibson
Hi Martin, one way to keep it is after you see that it's gone use undo to go back a step so it will reappear then select it and use Cmd+C to copy it to the clipboard, then redo then Cmd+V paste. That's kind of a general purpose way to keep something that was removed by any command.
Or another possibility is to use boolean difference with that surface as the cutting object, there is a "Keep objects" checkbox in the command options that you can use for boolean difference where it won't remove the cutting object.
By the way I still have it on my list to investigate the file dialog thing you wrote about way further up in this thread I just haven't had a chance to do the testing for it quite yet.
- Michael
From: amur (STEFAN)
Hi Michael,
i like to ask if you already found a solution for creases with the subd to NURBS feature,
or is it something you thinking about, once MoI v4 is released?
Best regards
Stefan
From: Michael Gibson
Hi Stefan, I'm going to be looking into support for creased edges after v4. I want to get things ironed out with regular non-creased stuff first.
- Michael
From: amur (STEFAN)
Hi Michael,
thanks for the information!
Best regards
Stefan
From: Christopher (SCHARDT)
Thanks so much for creating V4! It works so much better than V3. I create LED displays with 1000s of LEDs, each represented by a tiny solid. I used to wait minutes for each save or open. Now it's so quick. Thanks again!
I have one super quick and presumably easy feature to request as you move from platform migration to new features: An option to have object selection and creation clear the previous selection.
I can't tell you how many times I've accidentally deleted valuable objects in processes like this:
• select some solid and do something with it
• pan the view somewhere else
• draw a circle
• extrude the circle to make a cylinder
• hit the delete key to delete the circle
Hey wait a minute! Where's my original object? It's gone because I didn't remember that it was selected when I drew the circle. (One could argue that allowing the extrude command to function at all when a solid was selected is a bug.)
I strongly feel that selecting an object without modifier keys, or creating an object should clear any previous selection. This is the way that (probably) every other object-drawing program works. Its the way all word processing and other types of GUI programs work too.
Since having selection and creation ADD to the current selection is the way that MOI has traditionally operated, I know you can't just change it, but PLEASE provide a setting in Options to have selection work the way a lot of people, including myself, expect it to.
In this optional mode, please make it so that holding the shift key while making a selection DOES add to the existing selection, both when selecting an object in the rendering and when selecting all objects of a given name/type/style. ie: Holding the shift key takes you back to MOI's traditional selection style.
Thanks again!
From: OSTexo
Hello,
Esc is your friend if that happens to be your workflow. From a UX perspective how MoI selects and modifies objects in space is, in my opinion, one of it's greatest strengths. Many other design packages are hamstrung by lack of usability improvement in that critical area or try half baked implementations that slow down this frequent process. Asking a user to remember a more complex operation leads to confusion and frustration with a product.
From: Unknown user
Hello Christopher.
I agree with you, it is always necessary to remember, and Yes, the Esc key to automatism.
I often find myself in this situation too.
This method in one case it helps, the other hinders.
Vladimir.
From: Michael Gibson
Thanks Christopher, I'm glad you are liking the improved file loading speed in v4!
re: Multiple select - I do have it on my todo list to put in an option for changing how multiple select works like you are describing. I haven't been too excited to do it kinda because the way it currently works was one of the very earliest design choices for MoI to enable working without needing to constantly use the keyboard. So turning it off is to me kind of a little like taking out a piece of MoI's soul... But only a little. ;) I think it will also be somewhat problematic when you're working with edge or face sub-objects where multiple selection is needed almost all the time. That's an area of MoI that does not really resemble a 2D drawing or word processing application very much unlike curve drawing.
- Michael
From: Michael Gibson
Hi Christopher, also re:
> (One could argue that allowing the extrude command to function at all when a solid was selected is a bug.)
At some point here hopefully not too far off having a solid selected at the same time as a curve when you are doing an extrude will mean project the curve onto the solid and extrude that piece of the solid in or out.
- Michael
From: Robert (MAESTROROBERTUS)
Why not a Nurbs to SubD converter?
From: MajorGrubert (CARLOSFERREIRAPINTO)
Yep, i'll use it all the time : )
From: Michael Gibson
Hi Robert,
> Why not a Nurbs to SubD converter?
I would like to have one, but it's a difficult problem and there will be a lot of work involved.
Check out this thread for what happens with the current state-of-the-art conversion mechanisms:
http://moi3d.com/forum/index.php?webtag=MOI&msg=8817.23
- Michael
From: pixelhouse
Hi Michael,
when I saved the file, Moi has crashed.
The "save to"-option works fine in this case.
I attach the moi-report here. Hope it's ok.
Best regards
Jörg
Attachments:
moi_report1.zip
From: Michael Gibson
Hi Jörg, thanks for sending the crash report. Does the crash happen when you are trying to save a particular file that you have loaded?
If so is it possible for you to send me the file at
moi@moi3d.com so I can try to reproduce the crash?
The crash report indicates the crash is happening in nvwgf2umx.dll which is part of the NVidia display driver, so it might be some problem with the video driver.
I might be able to figure out more though if I can repeat the crash over here.
Thanks,
- Michael
From: pixelhouse
Hi Michael,
I have send the 3dm-file to you. Hope it helps.
Jörg
From: Michael Gibson
Hi Jörg, I do not seem to have received the file. If it is pretty large you may need to use something like Dropbox and send a link to it rather than as a direct e-mail file attachment.
Thanks, - Michael
From: pixelhouse
OOps! The file has a size of 1mb :)
I send it as attachment directly here. It's not somethink special.
Best regards
Jörg
Attachments:
SphereRacer1.zip
From: Michael Gibson
Hi Jörg, thanks for posting the file. I can't repeat the crash over here though, does it happen for you if you just open that file and then use Save?
Since your crash dump has the crash happening inside your video driver maybe there is a problem there. A few things you could try might be to update your video drive to the latest version and there are also a couple of moi.ini settings you could set that may help:
[View]
<...>
DisplayThreadLimit=1
That will disable the use of multiple cpu cores for the drawing engine, some video drivers may behave better with that.
And also:
[View]
StaticBufferMaxVRAMToUseMB=0
That will disable caching of display meshes on video card memory.
Does any of that make any improvement?
Thanks,
- Michael
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