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Full Version: Moi <> Blender !

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From: Barry-H
31 Dec 2023   [#48]
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
31 Dec 2023   [#49] In reply to [#48]
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
2 Jan   [#50] In reply to [#49]
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
7 Jan   [#51]
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
7 Jan   [#52] In reply to [#51]
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
7 Jan   [#53] In reply to [#51]
What functionality does the Plasticity to Blender have? I have not played with Plasticity in several months, since my trial expired.
From: krass
8 Jan   [#54] In reply to [#53]
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
13 Oct   [#55] In reply to [#37]

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
13 Oct   [#56] In reply to [#55]
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)
13 Oct   [#57]
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
13 Oct   [#58] In reply to [#57]
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)
13 Oct   [#59]
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
13 Oct   [#60] In reply to [#59]
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)
13 Oct   [#61]
Yes, its working! Thanks a lot, Michael.
From: Talik
15 Oct   [#62] In reply to [#56]
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)
15 Oct   [#63] In reply to [#60]
Hey, that's useful, thanks Michael!
From: MajorGrubert (CARLOSFERREIRAPINTO)
15 Oct   [#64]
Hi Michael, will it work on a Mac Intel? Thanks.
From: Michael Gibson
15 Oct   [#65] In reply to [#64]
Hi Carlos,

re:
> Hi Michael, will it work on a Mac Intel? Thanks.

Are you asking about this one you linked earlier? :
https://github.com/Flowgun/BMOI_Connector/tree/master

It looks like it's all done with script so I think it should work on Mac as well. But looks like there aren't any install instructions for Mac.

On Mac the MOI appdata folder is located at ~/Library/Application Support/Moi

- Michael
From: MajorGrubert (CARLOSFERREIRAPINTO)
15 Oct   [#66]
Yes, its working nicely. Thank you so much.
From: MajorGrubert (CARLOSFERREIRAPINTO)
15 Oct   [#67]
This script will save me time in my workflow, maybe a couple of hours per month.
Thanks to everyone involved: Michael, TitusLVR, Flowgun and Max Smirnov.
Agree with Nameless about "export curves from MoI and turn them into bezier curves in Blender".
Carlos

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