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From: val2
Michael,
thanks, worked like a charm,
Val
From: krass
This amazing connector worked v.4 only?
From: Michael Gibson
Hi krass,
re:
> This amazing connector worked v.4 only?
I think so because the export to FBX needs a newer version of FBX which MoI v4 supports and which MoI v3 doesn't. The FBX import library was updated for v4 and can write newer versions of FBX.
- Michael
From: krass
Thanks, I understand!
From: mdesign
@pafurijaz: Have you used own code to import that rhino object or that blender build only?
I hope that Blender build will be developed further to have better support of nurbs inside Blender.
From: pafurijaz
Seem something is moving but this part lack of developer, and for now the news are here
https://devtalk.blender.org/t/branch-soc-2014-nurbs-update-to-master-code-base-d6807/11681
For the build the now import a mess surfaces, but after saving it can be adjusted with switching off the endpoint of each surfaces V and turning on again the endpoint of both direction U and V. only with this tricks you get out a nice surfaces shading. if you have a model without trimmed surfaces you can import right now without problem, only with wrong options.
Below the direct link for windows Build. the link is still working.
https://blender.community/c/graphicall/vkbbbc/
From: surferdude
I have this error in Blender when I want to import from Moi3D. Any Ideas how ti fix this?
Image Attachments:
Bmoi_Eror.png
From: Michael Gibson
Hi surferdude - that error is because Blender doesn't support reading older versions of the FBX format.
In MoI v4 you can solve it by going to Options > Import/Export > "FBX options" and set the FBX version to a newer one.
- Michael
From: pafurijaz
Hey folks here the work in progress of conversion of my Blender 3d model into 3dm file with Moi3d SubD feature, many crashes and the imports was made with few or single mesh and often the complex shapes are splitted in many object in order to avoid the mess generated surface during import, and the model is made for this workflow. and I also gained experience for better modelling with both application.
Image Attachments:
FromBlenderToMoi3D_01.jpg
FromBlenderToMoi3D_02.jpg
FromBlenderToMoi3D_03.jpg
FromBlenderToMoi3D_04.jpg
FromBlenderToMoi3D_05.jpg
FromBlenderToMoi3D_06.jpg
From: Frenchy Pilou (PILOU)
Very complete model!
From: John (OKEN)
Hi Guys,
Just to let you know that with this paid addon "Better Fbx Importer & Exporter" =>
https://blendermarket.com/products/better-fbx-importer--exporter
you can import in Blender from Moi 3D v3 in fbx format old version.
Supported FBX versions with Better Fbx Importer & Exporter :
FBX53_MB55
FBX60_MB60
FBX200508_MB70
FBX200602_MB75
FBX200608
FBX200611
FBX200900
FBX200900v7
FBX201000
FBX201100
FBX201200
FBX201300
FBX201400
FBX201600
FBX201800
FBX201900
FBX202000
Cheers
From: Frenchy Pilou (PILOU)
This guy (Cotter) uses also MOi! ;) Minute 13.20 + 14.56
VIDEO
From: nameless
A longshot, but could one export curves from MoI and turn them into bezier curves in Blender?
From: John (OKEN)
Hi nameless,
You can !
Export curves in DXF format (polylines or splines 2D projection) from MOI 3D
Import in Blender by enabling before the AutoCAD DXF addon (v0.9.6)
Cheers
From: nameless
That's insane! Thank you so much John, I was busting my head trying to find ways to bring curves through and this works!
From: John (OKEN)
You're welcome ;-)
From: Mindset (IGNITER)
Does anyone know how to align Blender's camera with Moi's?
I am wanting to composite Moi's hidden line output with Blender's shading.
Hope we can do that.
I haven't seen crisp hidden line results from Blender alone.
I appreciate.
Mindset
From: Michael Gibson
Hi Mindset, check out here for a script that will put the 3D view's camera and target locations in the clipboard:
http://moi3d.com/forum/index.php?webtag=MOI&msg=5981.2
Then the other thing to match is the perspective field of view angle which is shown under Options > View > 3D view angles > "Field of view".
Some previous threads may have some useful info:
http://moi3d.com/forum/index.php?webtag=MOI&msg=3644.5
http://moi3d.com/forum/index.php?webtag=MOI&msg=5981.2
- Michael
From: Metin (METIN_SEVEN)
Wow, this thread has just made me (re)discover the open source OD_CopyPasteExternal tool!
I didn't know this tool provides a great, direct bridge between MoI, Zbrush and Blender. Very happy with this!
Tip: Activate ZBrush Preferences ➔ Import Export ➔ Import Mat As Groups to transfer Obj materials to Polygroups.
Image Attachments:
OD_CopyPasteExternal.png
From: Metin (METIN_SEVEN)
When I use the OD_CopyPasteExternal tool to copy an OBJ file to the clipboard, it uses the default export settings until you export a file first.
Is there a way to set the default export settings, at least for OBJ? That'd be very convenient.
Thanks,
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