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Full Version: Polygonal Converter.

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From: PaQ
19 Feb 2015   [#166]
So just to compare,



Max rules !
From: PaQ
19 Feb 2015   [#167]
Hi Max,

Here's the oldman model already imported in MoI.
Looks like the geometry is ok (I had to join all surfaces in Moi, every faces were splitted after the import).

However the Beta5 don't seems to like it ... the object and the interface just vanish after few second.
From: Finema
19 Feb 2015   [#168] In reply to [#167]
Hi,
I've tested the Oldman on Mac OS X 10.10.2 and MoI V3.
1• open the Oldman.3dm
2• select the solid object
3• use Tab and type : _Subdiv_beta5
Result : object and subdivision panel disappears and have an empty vue.
Thanks
From: Max Smirnov (SMIRNOV)
19 Feb 2015   [#169] In reply to [#165]
Hi PaQ,

>>I have the impression that poles area are looking even better than what I've seen with Npower sub-d Nurbs Oo ... the overall shape is much better now too !
Thank you. I hope it will be better :)

>>The last .obj loader works much better, but well ... it still fails with a lot of my testing models
Please send me testing models. It can help me improve my scripts.

>>I had to join all surfaces in Moi, every faces were splitted after the import
It's ok. Automatic join function enabled only for simple models (<1000 polygons).

>>However the Beta5 don't seems to like it ... the object and the interface just vanish after few second.
I know about this. This happens if there are gaps between the vertices of adjacent polygons.
Yesterday I rewrote loadMesh function. Now it works much better.
Wait for the beta6 today evening.


From: Frenchy Pilou (PILOU)
19 Feb 2015   [#170]
Seems now very cool! ;)


From: Finema
19 Feb 2015   [#171] In reply to [#170]
Am i the only one on Mac ?
From: PaQ
19 Feb 2015   [#172]
Thanks for the update Max !
I'll test the new importer when it's released and I will post every models that don't work !
From: Max Smirnov (SMIRNOV)
19 Feb 2015   [#173]
As promised..
From: Max Smirnov (SMIRNOV)
19 Feb 2015   [#174] In reply to [#168]
Hi Finema,
try beta6 :)
From: shane (SHANE_W)
19 Feb 2015   [#175] In reply to [#171]
Finema, I'm using MOI on a Mac.


Max, Wow great work!
Here is a mouse from a Cinema 4D example scene.

Image Attachments:
Screen Shot 2015-02-19 at 2.56.10 PM.png 


From: Frenchy Pilou (PILOU)
19 Feb 2015   [#176]
Oldman works perfectly with v6! :)


From: danperk (SBEECH)
19 Feb 2015   [#177]
Thanks Max, for your work on this and other scripts!

I've been using it as a solid softener, works great!

Image Attachments:
SubD.gif 


From: Frenchy Pilou (PILOU)
19 Feb 2015   [#178]
Excellent!



PS Who is the author of Old Man ?
From: PaQ
19 Feb 2015   [#179] In reply to [#178]
No idea Pilou, it's in the Modo content library.

Hi Max,

I've some trouble to convert the oldman in high quality with the B6.



The result (after a long computing time) is an half joined model.
I have join my .ini, maybe it's a scale/precision issue because of my settings ?
From: PaQ
19 Feb 2015   [#180]
Here's a difficult model for you :)

Generate 524 errors, 474 recovered.
While some faces are very distorted, it's a watertight SDS model.
From: Finema
20 Feb 2015   [#181] In reply to [#173]
Hi Max,
You are great !!
It's OK now on my mac !!
I've tested with old man and it's perfect !
Thanks for us !
From: Finema
20 Feb 2015   [#182] In reply to [#180]
Hi PaQ,
the reason is perhaps the triangulation in ChildHead eyes and under the neck ?
From: PaQ
20 Feb 2015   [#183] In reply to [#182]
Hi Max,

So the oldman hi quality is working fine if I switch my unit into from meters to centimeters in MoI.


Hi Finema,

I don't think so, I have also tested the same model with 1 extra subdivision model (so I have only quads), but the loader still dont like it.
From: Finema
20 Feb 2015   [#184] In reply to [#183]
PaQ,
I've modified ChildHead in C4D and close neck and eyes with quad and no triangles.
the subdivision in MoI is Ok now.
try it !
From: PaQ
20 Feb 2015   [#185] In reply to [#184]
Hi Finema,

Thanks for taking some time into this, it helps me to resolve the issue.
The problem was not the topology, but the scale.
Your model coming from c4d was 3300% bigger.

So I scale up my preview model by 2000%, and now it loads just fine, even with the ugly spiky topology on the neck and the eyes.
No problem to subdivide it either in MoI !

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