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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.
From: Nico-M
Good morning everyone,
I use Moi v4 beta for reverse engineering and the results with the new SubD tool are very good.
I wanted to know if in the next beta, there will be tools to manipulate the geometry before subdivision?
Currently I import then I export to retouch then I import again and on some files the operation can be repeated dozens of times.
From: nameless
Hi Nico!
Michael (if you happen to see this and have some time): I am trying to bring over simple subD models in MoI to test a new workflow. Using Smirnov's importObj and then SubD script I get a good solid after Joining. When I use the beta's implemented SubD command, I get a larger group of surfaces. Most likely I am not getting something, or using the right tool for the wrong job, but what am I missing? It's the same obj and the size is significantly different.
ps. It occurred to me that the implemented SubD feature, tries to get real nurbs, but I am still curious as to why the different size and if I did something wrong and it could not close the curves correctly. :<
Image Attachments:
Import1.jpg
Import2.jpg
From: Michael Gibson
Hi Nico, there won't be sub-d editing tools built in for version 4 but it's definitely something I want to work on in the future.
- Michael
From: Michael Gibson
Hi nameless,
re:
> Most likely I am not getting something, or using the right tool for the wrong job, but what am I
> missing? It's the same obj and the size is significantly different.
Max's OBJ importer is designed to scale objects when you import them. There is an option to disable the scaling though, see here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=6674.453
The new built in one does not do any scaling.
> and it could not close the curves correctly.
Looks like your polygons do not have welded points. You'll get a result like you show if faces have their own individual vertices where they touch rather than faces sharing a single common vertex.
What are you using to make the OBJ file? Can you post it or e-mail it to me at
moi@moi3d.com ?
- Michael
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