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Full Version: Polygonal Converter.

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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.
From: AlexPolo
9 Oct 2015   [#419]
Hi Max,

The latest SubD incarnation is fantastic - something that perhaps you could add in the future to the SubD toolkit is a Pipe Command similar to the TSplines Pipe SubD Modelling from 3d wireframes.

https://www.youtube.com/watch?v=VWRvmmhJBRg

More food for thought.

I also agree that this toolset is becoming so advanced that a pay for model to support your efforts are worthy.

Thanks for time input.
From: Max Smirnov (SMIRNOV)
9 Oct 2015   [#420]
PaQ
>>if anything is planned about a possible surface simplification in the future ?
I called it surfaces stitching. ( I don't know is that correct name? )
It has been scheduled for version 2.0

AlexPolo
>>I thought about such a script. Maybe someday I'll write it. :)
From: PaQ
9 Oct 2015   [#421] In reply to [#420]
Hi Max,

Yes sorry, I didn't understand the 'stitching' term (my bad).
And I'm pretty sure you all ready talk about it previously, but boy, ... this is the longest MoI thread ever created I guess :)

Thanks for you dedicated work !
From: Max Smirnov (SMIRNOV)
9 Oct 2015   [#422]
Beta9

- loadMesh function has been improved
- increased overall stability

To get hard edges just split object to several surfaces and then run script.

From: Mike K4ICY (MAJIKMIKE)
9 Oct 2015   [#423]
Max, this is absolutely amazing! Can't wait to play with it. :-)
From: Vojtisek
9 Oct 2015   [#424] In reply to [#422]
That's awesome, thanks!
.
From: Frenchy Pilou (PILOU)
9 Oct 2015   [#425]
Cool trick for the "crease borders" ! :)

Here the French Version (even with the Alert Messages that i have never think to translate! :)
http://moiscript.weebly.com/subdivision.html



@Max
Can you put something on each start lines code (or before each line) where there is something to translate ?
Because it's an hard work to refind all lines that must be translated in your tremondous codes when there is no ressource file!


Thx by advance for that! :)


/* Careful Pilou next line something to translate! */ or something more smaller like /* */ if you want or more smaller if exist or color words or... :)
<moi:CheckButton id="preserveCorners" default="true">Preserve corners</moi:CheckButton>

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