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MoI discussion forum

Full Version: Moi <> Blender !

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From: Michael Gibson
16 Sep 2020   [#26] In reply to [#25]
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
26 Sep 2020   [#27]
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)
26 Sep 2020   [#28]
Very complete model!
From: John (OKEN)
26 Sep 2020   [#29] In reply to [#21]
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)
26 Sep 2020   [#30]
This guy (Cotter) uses also MOi! ;) Minute 13.20 + 14.56


From: nameless
27 Sep 2020   [#31] In reply to [#30]
A longshot, but could one export curves from MoI and turn them into bezier curves in Blender?
From: John (OKEN)
27 Sep 2020   [#32] In reply to [#31]
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
28 Sep 2020   [#33] In reply to [#32]
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)
28 Sep 2020   [#34] In reply to [#33]
You're welcome ;-)
From: Mindset (IGNITER)
28 Jul 2021   [#35]
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
28 Jul 2021   [#36] In reply to [#35]
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)
31 Jul 2021   [#37] In reply to [#9]
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)
3 Aug 2021   [#38]
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,
From: Michael Gibson
3 Aug 2021   [#39] In reply to [#38]
Hi Metin,

re:
> Is there a way to set the default export settings, at least for OBJ? That'd be very convenient.

look for the file OD_CopyPasteExternal/Moi3D/ODCopyToExternal.js

Inside there, find this on line number 4:

code:
moi.geometryDatabase.fileExport( obj, 'NoUI=true' ); //also try: Output=ngons | quads | triangles


The options can be set on the 2nd parameter being sent to the moi.geometryDatabase.fileExport() function. You can remove the NoUI=true if you want to have the mesh dialog shown or you can add additional parameters in there separated by semi-colons. The available parameters are:

code:
		Different possible options:
		NoUI=true
		Angle=12.0
		Output=ngons | quads | triangles
		MaxLength=0.0
		MaxLengthApplyTo=curved | planes | all
		MinLength=0.0
		AspectRatio=0.0
		Weld=true
		Display=shadedwithedges | shadednoedges | wireframe
		ExpandedDialog=false


So if you want to have no mesh dialog shown and have it use an angle parameter of 6, you would make it like this:

code:
moi.geometryDatabase.fileExport( obj, 'NoUI=true;Angle=6' );


- Michael
From: Metin (METIN_SEVEN)
3 Aug 2021   [#40] In reply to [#39]
Fantastic, many thanks Michael! Insert two thumbs up emojis here. ;)
From: surferdude
30 Nov 2021   [#41] In reply to [#40]
Hey Metin,

Do you have issues with normal smooth after Importing models through OD? OD imports models without smooth... the standard method of importing works.
From: surferdude
30 Nov 2021   [#42]
I've found a way to import objects to Blender without OD script.
You have to create two scripts, one for Blender and Moi.

I'm not a programmer, I've watched a couple of tutorials and modified OD script.

 

Blender 3.0 -

Run it and then assign a shortcut in your search bar.

bl_info = {
"name": "Paste From External",
"version": (1, 0),
"blender": (3, 00, 0),
"author": "Dude",
"description": "Paste from an external Object of other applications / instances to a current mesh",
"category": "Object"
}

import bpy

class PasteFromExternal(bpy.types.Operator):
"""Object Cursor Array"""
bl_idname = "object.paste_from_external"
bl_label = "Paste From External"

def execute(self, context):
bpy.ops.import_scene.obj(filepath="C:\Program Files\MoI 4.0\commands\ImportMoi.obj")

return {'FINISHED'}

def menu_func(self, context):
self.layout.operator(PasteFromExternal.bl_idname)

def register():
bpy.utils.register_class(PasteFromExternal)
bpy.types.VIEW3D_MT_object.append(menu_func)

def unregister():
bpy.utils.unregister_class(PasteFromExternal)
bpy.types.VIEW3D_MT_object.remove(menu_func)

if __name__ == "__main__":
register()

Moi V4 -

1. Create a .js script with a name "CopyToBlender.js"
2. Place that script to - C:\Program Files\MoI 4.0\commands
3. Assing a shortcut, for example - Ctrl+Alt+C "CopyToBlender"

var comPath = moi.filesystem.getCommandsDir();
var obj = comPath + "ImportMoi.obj";
//Export
moi.geometryDatabase.fileExport( obj, 'NoUI=true;Angle=3;MinLength=0.1' ); //also try: Output=ngons | quads | triangles
From: Flowgun
30 Dec 2023   [#43]
I updated this addon to be compatible with Blender 4.0+ and I made the installation more straightforward:

https://github.com/Flowgun/BMOI_Connector/tree/master
From: Metin (METIN_SEVEN)
30 Dec 2023   [#44] In reply to [#43]
Cool, thanks a lot! Great add-on.
From: Metin (METIN_SEVEN)
30 Dec 2023   [#45]
Installed it, works great. Maybe it's good though to mention in the installation instructions page that, depending on folder permissions, it only works if you first create the BMOI exchange folder.

On Windows, after installing everything you'd need to first create a folder named C:\Users\username\AppData\Local\Temp\BMOI , or you'll get a permission error message.

Thanks again! This makes exchanging objects between MoI and Blender pleasantly convenient.

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