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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,
From: Michael Gibson
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)
Fantastic, many thanks Michael! Insert two thumbs up emojis here. ;)
From: surferdude
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
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
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)
Cool, thanks a lot! Great add-on.
From: Metin (METIN_SEVEN)
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.
From: Flowgun
ah yes! thank you for the suggestion. I use Autohotkey to verify if the folder exists or not and create it. With Autohotkey, I also map PageUp in either software to automatically send the export command, open/activate the other software, and send the import command. Basically just one key press to move between both.
From: Metin (METIN_SEVEN)
Sounds good!
From: Barry-H
Hi,
I'm getting this error when trying to import from Blender 4 to Moi .
I don't get it when importing from Blender V3.
Any ideas
Cheers
Barry
Image Attachments:
Screenshot (26).png
From: Michael Gibson
Hi Barry, can you post the .obj file? And maybe also the modified ImportObj script you're using too?
One guess is maybe the issue is if you have n-gons in the mesh. You might see if you can process any n-gons in Blender into triangles before making the .obj file out from Blender.
Note that it's generally not advisable to convert a dense polygon mesh file into CAD as an individual trimmed surface for every separate poly face like the ImportObj script is doing. That's why it's not part of the default import options.
- Michael
From: Barry-H
Hi Michael,
I export to blender with n-gons no problem.
Sometimes I import the models back to Moi after some mod in Blender.
Perhaps that's the issue (n-gons) will try to change export from blender with triangles.
Will let you know the if that resolves my issue.
Cheers
Barry
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