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Full Version: Polygonal Converter.

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From: Metin Seven (SEVENSHEAVEN)
1 Oct 2014   [#80]
Wow. Really great stuff, Max! This looks like the ideal bridge between poly and NURBS modeling.

I'm wondering: how clean are the smooth surfaces that are generated, in terms of surface points amount when separated? It would be fantastic if the smoothed version of a model remains adjustable after the smoothing.

Also, models converted with T-Splines in Rhino have trouble managing vertex points with 5 edges (so-called star points), resulting in a visible surface continuity artifact where quad polygons meet at a star point. How does your script manage those?

Can't wait to have a go at this!

Thanks!

Metin
From: wastzzz
1 Oct 2014   [#81]
TSplines-like modeling in moi? That sounds incredibly useful. Thank you for your effort.
Max.
From: Max Smirnov (SMIRNOV)
6 Oct 2014   [#82]
Here is the first public release of the subdiv script :)
In fact this is only a half of the script. It works correctly with ordinary and polar vertices only. But it still has some problems with extraordinary vertices in some cases. I'll finish the second half of the script in nearest future. There will be two methods of subdivision: fast and accurate. Here is an implementation of the fast mode only.

Usage:
Select one solid or group of solids. Run script.

P.S. Would like to thank everybody for support. Thank you!
The idea about a donate button is good. Maybe sometime, but not now :)
From: wastzzz
6 Oct 2014   [#83] In reply to [#82]
Thanks :o
From: Michael Gibson
6 Oct 2014   [#84] In reply to [#82]
Hi Max, cool stuff! Looks like it is working well for valence=4 vertices currently.

- Michael
From: Frenchy Pilou (PILOU)
6 Oct 2014   [#85]
How is a reasonable number of polys of an import obj file?

Try with these 2 ones separated from ZBrush with no result ;)

_importObj works fine
_subdiv_beta open for gear but...

http://moiscript.weebly.com/uploads/3/9/3/8/3938813/pm3d_dog_1.obj quadrangles 8 000
http://moiscript.weebly.com/uploads/3/9/3/8/3938813/pm3d_gear3d.obj triangles 3 300
From: Frenchy Pilou (PILOU)
6 Oct 2014   [#86]
And have you project for that or not ?



And this one ?
No caps in the result ! Does this normal ?



http://moiscript.weebly.com/uploads/3/9/3/8/3938813/nocaps.3dm
From: Frenchy Pilou (PILOU)
6 Oct 2014   [#87]
French Version ;)
http://moiscript.weebly.com/subdivision.html


From: BurrMan
6 Oct 2014   [#88] In reply to [#86]
Frenchy,
""""""""""""""And this one ?
No caps in the result ! Does this normal ?""""""""""""""

You can trim the top and bottom faces of this type of object:



The other one looks like something is greater than 5? Maybe look to have at the most a quad case....

Image Attachments:
trim faces.jpg 


From: BurrMan
6 Oct 2014   [#89] In reply to [#88]
Hey Frenchy,
Here's a trick for you. You can subdivide up your ngons to allow them to work....


From: BurrMan
6 Oct 2014   [#90] In reply to [#89]
Max,
I love that the objects points remain editable!

If you can figure out how to keep the original faces and smoothing attached, this will be a mind blower... Replacing hexagon for me.... essentially, "box modeling" in MoI..... :o
From: Max Smirnov (SMIRNOV)
7 Oct 2014   [#91] In reply to [#87]
Hi Pilou

>>How is a reasonable number of polys of an import obj file?
100-200
I think this script will be more useful for subdivision modelling (like Siemens NX).

>>And have you project for that or not ? (Error: N>5)
As I said above, this script supports 3- 4- and 5-sided polygons only.

>>No caps in the result ! Does this normal?
Yes, it's normal. Pentagons isn't supported in fast mode.
From: Frenchy Pilou (PILOU)
7 Oct 2014   [#92]
Cool
Thx for the infos and tips and tricks!
From: archetype (FABIENF)
7 Oct 2014   [#93]
This is great! Thanks Max!
From: Metin Seven (SEVENSHEAVEN)
7 Oct 2014   [#94]
Fantastic! You da man, Max, many thanks!
From: RHolmes (RICOHOLMES)
7 Oct 2014   [#95]
Sweet baby jesus this is powerful stuff. Max, I can't begin to tell you how thankful I am that you've implemented this and shared with the community.

While I only started a year or so ago with MOI as a step from STEP to FBX conversion, MOI has become such an invaluable tool that I've more or less gone from Maya polygon modelling to MOI parametric modelling* after nearly 15 years of using Maya. This addition feels like the last missing link between the two. Subdivision sketching can now be brought into MOI for finalizing.

Thank you, thank you, and thank you again.


/Rico Holmes.


*Yes, MOI's THAT good.
From: Metin Seven (SEVENSHEAVEN)
7 Oct 2014   [#96] In reply to [#95]
Same here, Rico. 14 years of 3ds Max (1998-2012), then I moved to Blender 3D (which is still my preferred 3D all-rounder), and not long after that MoI entered my life and stole my heart. ㋡

The only thing I really missed in MoI was the powerful branching of polygon subdivision modeling, but Max built an interesting bridge to that now.
From: Frenchy Pilou (PILOU)
7 Oct 2014   [#97]
Don't forget ExplodeMove after subdivide for cool possibilities!


From: Max Smirnov (SMIRNOV)
7 Oct 2014   [#98] In reply to [#97]
Pilou, it looks great :)


P.S. Small update (Unsupported polygons stays selected)
From: Frenchy Pilou (PILOU)
7 Oct 2014   [#99] In reply to [#98]
Cool! ;)

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