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From: Michael Gibson
Hi Dinos, well with your shortcut key of:
_CVolume2 /*! Volume */
that's going to run the _CVolume2 command and pass "/*! Volume */" as a command line parameter to it. So that's different than your other launching method of just typing in _CVolume2.
The _CVolume2.js script happens to look at the command line for an optional angle value to use for the triangulation step. With the command line you are giving it, it's thinking you are requesting a 0 degree angle which will internally get converted into the minimum allowed angle and that will make for a much denser mesh thus taking additional time.
If you set your shortcut key to just plain _CVolume2 exactly like you are typing in you should then get the same result with the 2 different launching methods.
- Michael
From: dinos
Hi Michael,
that makes perfect sense so thanks a lot for your help to get to the bottom of this!!
I never though of looking for a parameter to Max's script although it did look like it was doing more work when it was slower.
I fixed the shortcut and the performance is now identical :-)
Dinos
From: Michael Gibson
That's great Dinos, I'm glad the mystery is solved!
- Michael
From: pixelhouse
Hi Michael,
I have problems to import an clean obj file.
Moi is generating double patches.
It is possible to find double patches with a script, or clean up the model with a hidden command? :)
The mesh is absolutly clean and the polycount is 7.400 with an clean polyflow and no triangles. And the mesh is tested for leaks inside of ZBrush.
The attachment shows you witch kind of double patches I mean.
The 3dm-file shows only the double patches. Can't upload the complete object.
Cheers
Jörg
Attachments:
Camel.3dm
Camel_OBJ.zip
Image Attachments:
dromedar.jpg
From: Michael Gibson
Hi Jörg, thanks for posting the bug report. There are a variety of bug fixes for the OBJ conversion coming in the next beta release including one for this kind of "double use" situation. Also some other new stuff will be that materials will be processed (which can be disabled if desired) and the combined patches will not cross over between material assignments so it will be possible to have some control over the large patch formation that way.
Thanks,
- Michael
From: Frenchy Pilou (PILOU)
In the case of your simple .3dm file linked it's easy
Select all / Edit / Separate = you have your 2 objects easily selectable and kill the one you don't want !
From: pixelhouse
Hi Michael,
this are good news!
@Pilou
In the simple file is it no problem to find and delete the patches.
What I need is a waterproof solid to mill the model. The head is allready milled.
Searching for the double patches with mouse over or clicking, is no solution for me :D
Detaching all patches and delete the double and bool the result?
In my case I have rebuild the poly-model (a bit more density with the same polyflow) and re imported it to moi. Now it works and it's a solid. :)
Many thanks!
Here is an result
Image Attachments:
IMG_6019.jpg
IMG_6021.jpg
From: Frenchy Pilou (PILOU)
Seems remember that maybe exists some thing for similar volumes ... not sure that can be apply on your case...
Your solution seems many more easy! :)
From: nameless
I am in love with v4 beta!
Is there a pipe.js that works with v4? Or they all work and I am messing something else up?
From: bemfarmer
I used the shortcut key Pipe command a few days ago with v4beta.
- Brian
From: Michael Gibson
Hi nameless, re:
> Is there a pipe.js that works with v4? Or they all work and I am messing something else up?
As far as I know they all work with v4. If you have one that doesn't work can you please post it here so I can take a look? There should be 2 files for it pipe.htm and pipe.js . If you only have pipe.js then that's the problem.
- Michael
From: nameless
Michael and Brian:
Sigh...I was missing the .htm file. Everything works as intended! Sorry for ringing the hotel reception bell in the middle of the night for no reason :<
Is there any drawback in adding extra commands and scripts in commands folder? MoI launches lightning fast since day 1 anyway.
Thank you for the support!
From: Michael Gibson
Hi nameless, I'm glad you got it solved!
re:
> Is there any drawback in adding extra commands and scripts in commands folder?
> MoI launches lightning fast since day 1 anyway.
The main issue is that later on when you get a new beta version installed you will then need to copy them over into the new one as well.
In v4 this can be avoided though since MoI v4 will also look in the appdata/commands folder instead of only in the installation folder one.
The appdata folder is the same place where moi.ini is located, you can find that location by going to Options > General > "Edit .ini file" button - that will open up a dialog and it will show you the location of the appdata folder.
If you copy your extra command files into that commands folder, that's then separate from the application install location.
- Michael
From: nameless
Thank you Michael! I am already using the appdata folders, it's a very cool addition and makes transition between versions very easy.
I am currently using the awesome Object Library by Smirnov and trying to get better at MoI by creating simple elements that can be kitbashed into hard surface projects later. I have used the beta exclusively and I have never experienced any instability so far. The program seems responsive even when calculating impossible operations.
Image Attachments:
library.jpg
From: Michael Gibson
Hi nameless, those are looking good!
re:
> The program seems responsive even when calculating impossible operations.
Yes, commands that can potentially take a long time to calculate like booleans or fillets do their heavy number crunching calculations in a separate process called moi_commandprocessor.exe . That helps to keep the main program UI responsive during those things rather than just freezing up.
The other thing that's very helpful for complex operations in v4 is that now since it's a 64-bit program it can make use of all your system RAM and won't hit a wall at 3GB or so like version 3 would.
I'm glad it is working well for you!
- Michael
From: Frenchy Pilou (PILOU)
@ Nameless There is a "little" Kitbash here!
http://moiscript.weebly.com/kitbash.html
From: nameless
Hi Pilou,
Thanks! I am aware of this small library and I have watched Chipp's video using it. In fact, I have probably watched all of Chipp's videos on MoI and some about other programs in his channel. Chipp's stuff was one of my main resources during my very first MoI steps ^__^
>The other thing that's very helpful for complex operations in v4 is that now since it's a 64-bit program it can make use of all your system RAM and won't hit a wall at 3GB or so like version 3 would.
It really shows. I can't express how much I appreciate what you are doing with this software. If I might express a request for future versions at some point, I know that the UI is fully customize-able, but it would be useful for the people that paint, draw and model all day in front of a screen to have a dark theme option to help the eyes. Again, non-essential and I am sure that there are so many priorities for an one or two man army to handle, but I thought I could place it on the table for the future if nobody has mentioned it so far.
From: mkdm
Hi Micheal.
How are you? I hope fine.
Some new beta update on the horizon?
Thanks.
From: Michael Gibson
@ nameless - yes an optional dark theme is definitely on my radar. I don't expect to have it for v4 though.
@ Marco - still fixing a few tenacious bugs but making good progress and shouldn't be much longer for the next beta. There will probably be 2 more.
- Michael
From: mkdm
Thank Michael for the info.
We'll catch up!
Ciao.
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