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From: bemfarmer
I did not think that Moi would import .obj format.
- Brian
From: Michael Gibson
@ Brian
re:
> I did not think that Moi would import .obj format.
It will if you use Max's importObj script from here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=6674.68
That will import quads or triangles (not n-gons) from an .obj file.
- Michael
From: bemfarmer
Thank you Michael.
I did download that last week.
It is hard to keep track... :-)
- Brian
From: Max Smirnov (SMIRNOV)
Michael
>> That will import quads or triangles (not n-gons) from an .obj file.
importObj supports n-gons :)
Sonk
>> When I import my OBJ I get a strange error.
All polygon points must lay in the same plane, or you will get Geometry error.
In this case script tries to create a curved surface through those points.
>> The mesh is 816 polygons and when I run the Subd converter the mesh just disappear.
I'll check it.
From: Michael Gibson
Hi Max,
> importObj supports n-gons :)
Oops, I see now I didn't read it close enough - I saw the if (edges.length<5) part and I thought that was the main thing, but now I see that's only a backup path for if the polygon was not planar enough for planarsrf to construct a surface through it. Sorry!
I guess if the n-gon is non-planar then that will be an issue though?
- Michael
From: Max Smirnov (SMIRNOV)
Hi Michael,
>>I guess if the n-gon is non-planar then that will be an issue though?
Yes, exactly.
Just found a stange obj export bug. When I export "O" letter using n-gon mode, MOI creates four strange polygons instead of normal quads.
code:
f 83/83/83 101/101/101 85/85/85 86/86/86 102/102/102 84/84/84
...
f 97/97/97 103/103/103 98/98/98 99/99/99 104/104/104 100/100/100
...
f 105/105/105 137/137/137 106/106/106 107/107/107 138/138/138 108/108/108
...
f 119/119/119 139/139/139 121/121/121 122/122/122 140/140/140 120/120/120
So importObj can't properly import it.
From: Michael Gibson
Hi Max - it's not unusual to get n-gons possibly with some of their points nearby each other in various juncture areas. There it looks like it's the cut through the middle to deal with the interior hole in the top surface that is probably introducing the points you don't want. That's just part of how the mesher works... OBJ format does not have the concept of a polygon with a hole in it, so any n-gons that would have internal holes within a single n-gon like the top face there will get divided which can easily introduce additional boundary points.
- Michael
From: Max Smirnov (SMIRNOV)
Hi!
I'm back (for a while ;)
This weekend I wrote a new beta of subdiv script. Yes :) I finally did it! :)
This version is very unstable, but it works much better with extraordinary vertices. C1 continuous on extraordinary vertices, and C2 on ordinary vertices.
It doesn't support triangles in hq mode yet, so you need to use quads only.
Of course some surface issues may occurs. I think there may be some bugs.
Also I plan to write an optimization block, which can stitch separated ordinary quads to one surface.
From: Frenchy Pilou (PILOU)
Extraordinary script! ;)
From: chippwalters
Hi Max,
Sounds incredible!
Just so I understand how this works...
Can I import an OBJ non sub-divided created in a program light Lightwave, and this script will convert it to NURBS? If so-- WOW!
From: PaQ
Hi Max,
It's late here, so I'll torture your script tomorrow.
I have to say that the results on the provided examples are really amazing.
It's way beyond my expectation, it looks much better on hi-valence point than some commercial plugins Oo
From: PaQ
Hi chippwalters,
The .obj import is here :
http://moi3d.com/forum/index.php?webtag=MOI&msg=6674.68
http://moi3d.com/forum/get_attachment.php?webtag=MOI&hash=8e7570bc59ea9e111727dcc1a5a5a3dc&filename=importObj.zip
From: Max Smirnov (SMIRNOV)
Hi chippwalters
This script is more useful for subdivision surface modeling.
Yes, it can process OBJs, but it will produce a huge amount of surfaces. I need to find the way to build more complex surfaces.
But anyway, it works! :)
From: Michael Gibson
Super cool stuff Max!
- Michael
From: Michael Gibson
Hi Max, some really good looking results in high quality mode!
Only with some more detailed examination with reflective zebra stripes can some G2 discontinuities be seen.
Have you thought any about non-uniform refinement, like with extra density clustered more tightly just around extraordinary vertices rather than uniform refinement?
- Michael
From: Max Smirnov (SMIRNOV)
Hi Michael, I noticed some artifacts on surfaces in some cases, but I think there is a bugs in the code. Yesterday it was worse than now. :) I've already found and eliminated several bugs, but I'm sure that some bugs I missed.
I implemented this algorithm:
http://www.cise.ufl.edu/research/SurfLab/papers/10fan_sbs.pdf
I think it really can produce perfect surfaces
Yes, I thought about non-uniform refinement, and used it in previous version of this script. But I wasn't satisfied with results. So I will play for a while with this algorithm, but if I'll still have problems with it - I'll bring non-uniform surfaces back.
Here is example of non-uniform surfaces:
http://moi3d.com/forum/index.php?webtag=MOI&msg=7038.12
From: Glenn Claes (GLENN)
Hi Max,
I was looking forward to see your update!!
Your examples look great, but i'm unable to replicate them.
It seems that the script only works on a primitive cube or extruded rectangle for me.?
Any thing drawn with a polygon line or booleaned solid either gives the error "unsupported polygon type! (2)" or the object just disappears.
Image Attachments:
subd error.jpg
From: Max Smirnov (SMIRNOV)
Hi Glenn
This script doesn't support n-gons. Use triangles and quads.
I know about object disappearing bug. I'll take care of it.
From: Max Smirnov (SMIRNOV)
Subdiv beta 4 :)
Fixed some geometry bugs
Improved mesh load speed (about 10x)
Added support of polar triangles
Don't use any other types of triangles
Added handy feature: switch mode
If you use hotkey to run this script, put the same key combination as command parameter
Example: Key: Z Command: _Subdiv_beta4 Z
After that you can switch script on and off with Z key.
From: PaQ
Hi Max,
Thanks a lot for the update.
I have some really hard time to import anything a little bit complex
Here's for example what I get :
1290 Geometry error, 1290 recovered.
I'm not sure if it's something wrong with the .obj loader I use (the one coming from
http://moi3d.com/forum/index.php?webtag=MOI&msg=6674.68 ) and if there is
anything you can 'do' to improve the loader. Looks like the loader have some trouble to deal with extreme non planar quads.
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