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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
From: krass
I wonder how realistic it is to create a bridge between the MOI and a blender of the same type as the plasticity one (in terms of functionality)?
What I saw is impressive in its capabilities...
From: KENMO
Seems to work fine on quad models but but not on ngons as I get this error as mentioned earlier in the thread.
With this plugin I can not export my MOI models to Blender for some finessing or retopo via Quad-Remesher and then via the Blender-3DCoat plugin into 3DC for uv mapping and texturing.
Cool and many thanks...
Now if only there was a Sketchup to MOI script (fingers crossed and 100 Hail Marys already prayed)....
Image Attachments:
MOI-Blender.JPG
From: KENMO
What functionality does the Plasticity to Blender have? I have not played with Plasticity in several months, since my trial expired.
From: krass
More details about the bridge between plasticity and blender here
https://youtu.be/xOftfx05l14?si=dBXViDLFaymCkYBY
and here - at the very beginning
https://www.youtube.com/live/FGLLv-LG-Oc?si=4UTcq-9kynsn9UC3
From: Talik
Absolutely love OD_Copypaste tool.
In Moi3D after pasting object, it is always in the center of the scene. Sometimes the scale is changing in relation to the model exported from other applications. How can this be fixed and objects keep position in the scene and proper scale?
From: Michael Gibson
Hi Talik,
re:
> Absolutely love OD_Copypaste tool.
> In Moi3D after pasting object, it is always in the center of the scene. Sometimes the
> scale is changing in relation to the model exported from other applications. How can
> this be fixed and objects keep position in the scene and proper scale?
It looks like it's based off of Max's OBJ Import script, you can pass in a parameter "exact" to the paste script to disable the resizing and repositioning.
So go to the keyboard shortcut that you use for the paste, and set up the command part like this:
ODPasteFromExternal exact
- Michael
From: MajorGrubert (CARLOSFERREIRAPINTO)
Hello, its working fine in Moi 5 beta and Blender 4.2.2 except the scale, but i dont understand how to do the 'exact' thing : )
Michael, can you elaborate? I've got 2 new icons and don't use a shortkey. Thanks.
From: Michael Gibson
Hi Carlos,
re:
> Michael, can you elaborate? I've got 2 new icons and don't use a shortkey. Thanks.
Do you remember how you set up the icons?
- Michael
From: MajorGrubert (CARLOSFERREIRAPINTO)
Hello Michael,
I just followed the instructions -
https://github.com/Flowgun/BMOI_Connector/tree/master - and the 2 icons showed up.
Thanks a lot.
From: Michael Gibson
Hi Carlos, so go to c:\Users\<username>\AppData\Roaming\Moi\startup and there should be a file there named "97 BMoi.js", replace it with the one attached here.
This one has the "exact" parameter added in to the import button's command.
Does that work?
- Michael
Attachments:
97 BMoi.js
From: MajorGrubert (CARLOSFERREIRAPINTO)
Yes, its working! Thanks a lot, Michael.
From: Talik
It works. Thanks!
I leave here a link to updated OD_copypaste script for Zbrush that will work fine with newer Zbrush versions. For users that would like to use Moi3D and Zbrush connection. The script is in comments below.
https://www.zbrushcentral.com/t/useful-tool-to-copy-and-paste-geometry-between-zbrush-and-other-3d-editors/408590
From: Metin (METIN_SEVEN)
Hey, that's useful, thanks Michael!
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