Hi nameless, it is normal that moving a polyline point will not snap to itself while dragging points but you can use the Transform > Move command if you need to do that.
If that's not it then it sounds like you have turned "Object Snap" off. It is controlled by this button in the bottom toolbar:
If that is not highlighted in orange click on it to turn it on.
It is also possible to disable specific types of snaps, that is done by clicking on the little arrow above the Object Snap button that will appear when you move the mouse over it. A menu will pop out where specific snap types can be disabled so you might see if you have unchecked any of those previously:
Object snap was on (with point snap on). I was trying to move (by dragging) the ending points of a |_| to form a triangle, but the snap does not "see" points. Using move command solves it though! I just found it curious that it would detect every potential snap axis/point except for the points of the line while I moved a point around.
Hi nameless, there are some kind of odd effects when dragging points when snapping to the object's own self. Stuff like the starting point kind of getting stuck in place and just tending to stay stuck on its own shape rather than being freely movable.
It would probably make sense to make an exception for the other end of an open curve though.
Hi everyone, I wanted to do a conversion test in NURBS surfaces this 3D scan(https://www.thingiverse.com/thing:1415162), I used Blender to generate the square topology with the remesh modifier, then I exported to OBJ and I created a new mesh using a free app Instant_Mesh to generate a smaller file 21.9MB (21.882.962 bytes), finally I imported in Moi3D to generate the NURBS surface from the square mesh obj model, the conversion was successful but the resulting file is huge, unmanageable, to be used too heavy 1.6GB (1.564.648.052 byte)
Below the zip file contain the file use for the NURBS conversion.
Hi pafurijaz, thanks for testing it! It is not really expected that such a highly detailed and heavy mesh would give a manageable result, it would need to be significantly simplified for that.
The main focus of the converter is to give a highly accurate result, it's really more intended to enable getting a smooth and accurate conversion from a light sub-d cage so that can be used as a base shape for further NURBS modeling.
Conversion of 3D scanned data really needs a more specialized tool that is focused entirely on that process, it is not a specific focus area of MoI's converter.
That being said it is good to see some "torture testing" of it as well!
I took your OBJ file and run it inside Zbrush for decimate it! ;)
And I suppose the Zbrush Decimaster has same functions than Instant Mesher! ;)
It's more that problem : I have only 8 Gigas ram on my Latop!
And seems I have same time consuming for boolean function than you! ;)
Ps Have you a direct link for download an Instant Mesher windows version ? Because I am a little losted over all these files!
(without line command if possible! :)
re:
> Boolean Operation takes some times! A Boolean Diff with a Simple Sphere takes 20 sec! ;)
> Does it the same for you ?
This is probably because of the relatively high face count in the model. Your model appears to be made up of all triangles instead of being a quad-dominant mesh set up for sub-d smoothing. So because of that you're getting a lot of little tiny faces.
The sub-d importer is primarily focused on converting sub-d models, not non-sub-d triangle mesh models like you are using there.
Probably been asked before tried to search but couldn't dig anything up - is there a way to set BROWSER - Object / Types / Styles to be rolled out permanently on starting a new doc - find its a repetitive function that I do with new docs in MOI.