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Full Version: Polygonal Converter.

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From: LAWRENCE
9 Mar 2015   [#212] In reply to [#211]
Hi Ed,

i also try making real object (with sweep, boolean, mirror , cut and join, and moving some point)

it's pleasant to try to do everything with MoI (without import)


Image Attachments:
Screenshot.png 


From: ed (EDDYF)
9 Mar 2015   [#213] In reply to [#212]
Excellent Lawrence.

I've never used a poly modeler as I work with mechanical shapes. But Max's script seems to fill a gap where you want the precision of Nurbs, but need some organic influence.

It's great this can be done entirely inside MoI. Probably not the preferred tool set to model a human head, but your eyeglass model is a perfect example of how I would want to use this script.

Ed Ferguson
From: Andrei Samardac
10 Mar 2015   [#214] In reply to [#213]
I do not think that pseudo Poly technique with Loft as was shown with glasses can replace Polygons and Sub-D. What you can do inside MoI trying to replicate SubD with Max's plugin is very primitive shapes. Now MoI has SubD module but do not have any good polygonal tools.
From: LAWRENCE
10 Mar 2015   [#215] In reply to [#214]
Hi Andrei,

i agree with you, MoI is not a polygonal modeler.
Perhaps some capabilities will come with version V6 or V7. I don't think that is a priority.
But I like to experiment this "pseudo technique" even if at begining i don't know where i go. Here it seems to be a snake skull :)

Image Attachments:
Screenshot_2015-03-10_14-53-10.png 


From: Andrei Samardac
10 Mar 2015   [#216] In reply to [#215]
LAWRENCE, how many time you spent for this skull :)?
From: LAWRENCE
10 Mar 2015   [#217] In reply to [#216]
> how many time you spent for this skull ?

a moment of inspiration : one hour
:)
From: Andrei Samardac
10 Mar 2015   [#218] In reply to [#217]
You are real experimentalist :)!
From: Michael T. (MICTU_UTCIM)
11 Mar 2015   [#219]
Well, I've been having a lot of fun with it!






Michael T.

Image Attachments:
Subdiv-Fun-101.png 


From: Max Smirnov (SMIRNOV)
14 Mar 2015   [#220]
ImportObj v1.2

New and almost fully rewritten version of the ImportObj script.
Now it always uses loft for triangles and quads and as a result produces a clean and editable grid.
Also improved normalization algorithm and overall speed.
Use "exact" parameter to disable normalization.

From: Frenchy Pilou (PILOU)
14 Mar 2015   [#221]
Cool!
Not yet French version but French section :)
http://moiscript.weebly.com/_importobj.html
From: Persistent (JC)
15 Mar 2015   [#222] In reply to [#220]
To: Max Smirnov (SMIRNOV)


Wonderful coding.

-JC

P.S. - Again, Thank you , from a Poly to NURBS Fan!

You're on the cutting edge here (more than some may comprehend) - FOLLOW THAT IDEA!
From: danperk (SBEECH)
15 Mar 2015   [#223]
Thanks Max, works great!!!

D/L file just needs to be renamed with ".zip" extension.

Image Attachments:
GeoHippo.png 


From: Max Smirnov (SMIRNOV)
15 Mar 2015   [#224]
ImportObj v1.3 :)
Added status info.
Some internal changes.
From: Max Smirnov (SMIRNOV)
19 Mar 2015   [#225]
ImportObj 1.4

Made some fixes to avoid loft bug with very small values
From: bisenberger
19 Mar 2015   [#226]
Thanks Max, amazing stuff!
From: chippwalters
20 Mar 2015   [#227]
Max, Frenchy or anyone else.

Are the files at the front of this thread the latest and most current? If not, is there a standard place one can go to to get the most recent? Thanks for all the great work!!
From: bemfarmer
20 Mar 2015   [#228] In reply to [#227]
It appears that the most recent versions are in the more recent posts...
So start from the last post and work backwards...:-)
- Brian
From: Frenchy Pilou (PILOU)
20 Mar 2015   [#229]
Yes! Stay awake! ;)
From: Lordfox
22 Mar 2015   [#230] In reply to [#192]
I have a big problem, I used today SUBDIV Script first time, but now I can not import any OBJ, also after deleting the script I couldn't import any OBJ .. I didn't see that option since now ---

Image Attachments:
OBJ.jpg 


From: Michael Gibson
22 Mar 2015   [#231] In reply to [#230]
Hi Lordfox, re:

> also after deleting the script I couldn't import any OBJ .. I didn't see that option since now ---

Sorry I don't understand this part - MoI does not itself import OBJ files, it's handled by Max's import script. So therefore if you delete the script like you say here then it's normal that you will not be able to import OBJs, because you just deleted the script that can do it.

Maybe you mean something else than that though?

- Michael

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