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Full Version: Polygonal Converter.

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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 !
From: Finema
20 Feb 2015   [#186] In reply to [#185]
Great !!
Glad you have resolve this problem.
In my case, if i import object non solid (non closed) or with triangulate polygons, the panel Subdidision disapear when i try to subdivise.
From: Finema
20 Feb 2015   [#187] In reply to [#186]
Curious !
The subdivision is OK when i test with your ChildHead-BIG.obj with triangle in neck and eyes....

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