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Full Version: Polygonal Converter.

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From: Max Smirnov (SMIRNOV)
6 Oct 2015   [#399]
Beta8
Added: open surfaces support

This version can be unstable. I need to optimize it, fix a lot of bugs, surface issues e.t.c.
Updated version will be soon.



Frenchy Pilou
>>Thickness possible or problematic for the last example?
The shell command can't process this shape.
From: Frenchy Pilou (PILOU)
6 Oct 2015   [#400] In reply to [#399]
Very funny scene! :)

And bravo for the task even some little glitches are maybe persisting!



From: Frenchy Pilou (PILOU)
6 Oct 2015   [#401]
French version ;) http://moiscript.weebly.com/subdivision.html


From: eddi
7 Oct 2015   [#402] In reply to [#399]
GREAT and COOL-TOOL
From: Vojtisek
7 Oct 2015   [#403] In reply to [#399]
Thanks a lot Max!

This is awesome, results are very cool, even stability seems pretty good.

I know this is lot of work in your free time, but do you plan something like Creasing edges?

Thanks
.
From: Rich (-RB-)
7 Oct 2015   [#404]
Creased edges would be !amaze!

- Rich
From: Frenchy Pilou (PILOU)
7 Oct 2015   [#405]
And UnCrease or UnSubdiv also ?

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From: Max Smirnov (SMIRNOV)
7 Oct 2015   [#409] In reply to [#403]
Hi Vojtěch,

>>I know this is lot of work in your free time, but do you plan something like Creasing edges?
Here is my subdiv script development plan:
- rewrite importMesh function (again)
- increase surface quality when smoothness setting <40
- improvements of open surfaces processing
v1.0 release (11.2015)

- increase overall performance of the script, rewrite couple of functions
v1.1 release (01.2016)

- per-edge crease settings
- surfaces stitching
v2.0 release (1h 2016)

- full support of triangle surfaces
- on-the-fly shape manipulation
v3.0 release (???)
From: chippwalters
7 Oct 2015   [#410] In reply to [#409]
Max,

FWIW, I think you should charge $ for this. It's very worthwhile. A similar type plugin, Artisan, for SketchUp is commercial. I know the guy who wrote it. Like you he had given lots to the community. By charging for one plugin, it was a way for those in the community to help support his continued efforts. And, as we all know, a 'contribute PayPal' button doesn't do very much these days.

Thanks for your tireless contributions! Really good stuff. :-)
From: Mike K4ICY (MAJIKMIKE)
7 Oct 2015   [#411]
Yes, an I could charge for tutorials! ;-)

But yes Max, very good job on such a valuable script, and thanks for the hours of effort - I for one will put it to use.
From: Vojtisek
8 Oct 2015   [#412] In reply to [#409]
Will looking forward :).

And as wrote Chipp, contribution from users is something you should consider to help you with development.

Thanks for your work
.
From: archetype (FABIENF)
8 Oct 2015   [#413]
I agree, this is definitely a development path worth investing in. Actually, I would prefer it if Max and Michael would get together and develop this into a fully integrated tool inside MoI. Especially in order to make the final 'on-the-fly shape manipulation' really come together.

I'm not sure such a brilliant synergy would ever happen though. MoI currently has a different toolset and philosophy, and I'm afraid it's outside of Michael's scope. At least for now.

Keep up the good work, Max!
From: Max Smirnov (SMIRNOV)
8 Oct 2015   [#414]
Thank you, guys!

I found program block which allows to load selected objects separately. I used it in beta3, but I turned it off in beta4. Don't ask me why :) I just forgot about it.
Today I turned it on and I was shocked. Look how it works with open surfaces :)

Also I improved open surface engine. Now it processes vertices with more than two naked edges correctly (right one).


From: Max Smirnov (SMIRNOV)
8 Oct 2015   [#415]
Wow! It looks really good!



P.S. Need to sleep. I'll post the new version tomorrow.
From: ed (EDDYF)
8 Oct 2015   [#416] In reply to [#415]
My self-portrait after seeing the above two postings:

=:0


Ed Ferguson
From: Frenchy Pilou (PILOU)
8 Oct 2015   [#417]
Pretty nail! :)
From: PaQ
8 Oct 2015   [#418] In reply to [#415]
Hi Max,

Hope you get a good night :)

I was looking at your road map, and I'm wondering if anything is planned about a possible surface simplification in the future ? By simplification I mean less edges on the sub-d converted model.
If I remember right t-spline for example only build patches between extraordinary vertex (or something close)

In other words a quad ball with 1 level of subdivision or 5 level of subdivision give the same edge structure once converted. Of course the patches get much more control points.

I'm asking that because it will allow us to use tools like partial edges tension in software like modo.



Here for example a partial edge crease (weight) on a low res model (A). This function is very handy.
(B) on the other hand it the freezed version (so the subdivsion is collapsed).

While the polycount on (B) looks insane, the number of extraordinary is the same than (A).
If I convert model (B) in T-spline, I would get the same numbers of patches than Model (A) ... only more complex patches.

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