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Full Version: V4 Wish List

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From: Rich (-RB-)
28 Jul 2017   [#245]
Michael,

Once again sincerest Thank You for your quietly cultivated jewel of a software.

I haven't waded through the waste deep list of demands on your time for a while but after doing some serious 3 fingered rotating on a recent train trip I was yearning for a saved camera angle option to pop between critical angles...I know someone must have said it, but nontheless.

Back to yelling insanely at Fusion users to drop-the-zero-and-get-with-the-MoI-hero for me,

- Rich
From: Michael Gibson
28 Jul 2017   [#246] In reply to [#245]
Hi Rich, it will only save and restore views within a single session but maybe the save/restore view scripts from here would be useful for you now:
http://moi3d.com/forum/index.php?webtag=MOI&msg=2891.7

- Michael
From: Rich (-RB-)
2 Aug 2017   [#247]
Brill thanks Michael! [insert feature into v4 here]

- Rich
From: raytownmike (HOPPER)
2 Aug 2017   [#248]
Didn't read the entire thread but I'd like to ask for as powerful and or advanced drawing tools as possible. I couldn't tell you what exactly that is but anything that would lead to accuracy and productivity enhancements (removing laborious tasks). Love the program!
From: ercan2423
3 Aug 2017   [#249] In reply to [#231]
Hi when will you publish moi3d v4? Do you have a release date
From: Michael Gibson
3 Aug 2017   [#250] In reply to [#249]
Hi ercan2423, sorry I don't know a release date quite yet. I'm still in the process right now of working on the viewport display part. Once that is functioning well I will release the first v4 beta release and that will start the beta test process. Then there will be a beta test period for a while after that, anything like 6 to 12 months, before the final release will be ready.

So not too much longer for the first v4 beta release but the final v4 release is still a ways out.

- Michael
From: ercan2423
3 Aug 2017   [#251] In reply to [#250]
Thank you for your information. v4 Curiously wait...
From: Scooter (DORMANTVISION)
4 Aug 2017   [#252]
Michael,

Here is some info on Lightwave instancing http://static.lightwave3d.com/sdk/11-6/html/globals/iteminstancing.html

-s
From: Michael Gibson
4 Aug 2017   [#253] In reply to [#252]
Hi Scooter,

re:
> Here is some info on Lightwave instancing http://static.lightwave3d.com/sdk/11-6/html/globals/iteminstancing.htm

Thanks, but unfortunately that's all information about Lightwave's runtime API for instancing, like function calls that a Lightwave plugin can call. I don't see any information there about how instances are stored in a LWO file which is what I would need.

- Michael
From: Scooter (DORMANTVISION)
4 Aug 2017   [#254] In reply to [#253]
That's too bad Michael.
Was wondering why you hadn't referred to the 11-6 sdk previously.
Know I know why.

Perhaps you are better off using Collada or GLTF.
Both developments of the Kronos Group.

Best of luck with the new release of MOI V4.

-s
From: mkdm
8 Aug 2017   [#255]
Hi Michael.

How are you ? I hope fine.

I write here this request, because I don't know if it's already possible to achieve this behavior with the current V3 and some kind of script (but I don't think it's possible).

I'm talking about "Soft Selection", a rather common feature of mostly polygonal modeler.

I mean in particular a "Soft selection" relating to curve's control points.

It could be very helpful to have some sort of "soft selection" available for curve's control points selection, in order to apply global transformation to the curve,
in a soft way (and also in a mathematical and precise way), without manually tweeking single or group of points.

Something similar to Rhino "SoftEditCrv" command as you can see in this video capture : http://take.ms/nWYa4

Thanks.

Marco (mkdm)
From: Michael Gibson
8 Aug 2017   [#256] In reply to [#255]
Hi Marco, yes you're right it's not very feasible to do that with a script in v3 since edit points aren't set up with a script interface to them.

- Michael
From: mkdm
9 Aug 2017   [#257] In reply to [#256]
Hi Michael.

Thanks for the reply.

Is there any chance to have the API core updated and revised for V4 ?
I think this is one of the most important aspect.
Accessing a new API and a new Object Model could give us the chance to build much more sophisticated script.

Thanks.
From: Michael Gibson
9 Aug 2017   [#258] In reply to [#257]
Hi Marco, yes I do expect to add new script interfaces during the v4 beta process.

- Michael
From: mkdm
9 Aug 2017   [#259] In reply to [#258]
OK. This is really a great news!!

Please add access to very low level model's topology (control points, knot points, curvature data, etc...)

I can't imagine what smart and math experts guys like Max, AL2000, bemfarmer, Mike (MGG942) and other, could do with a new low level API....

Bye!
From: Marc (TELLIER)
9 Aug 2017   [#260] In reply to [#255]
A soft selection deformer could be really useful to tweak shapes indeed.

Kind of a warp tool in vector programs...
https://www.youtube.com/watch?v=KeGgSHh9J_A
From: klaudio
12 Aug 2017   [#261] In reply to [#258]
Hi Michael!

Any chance to add really small little option for viewport navigation or in "Rotate/Pan/Zoom options". Since i am using Maya as my main software i got really used to its navigation so one of the cool little things about Moi is that navigation is very similar to Maya - except zooming.
In Maya i am zooming by pressing Alt+RMB (left-right) but in Moi i am doing it by pressing Alt+RMB (up-down).

> Any chance to add option in "Rotate/Pan/Zoom options" in Moi do be able "reverse" zoom from Alt+RMB (up-down drag) into Alt+RMB (left-right drag)?

It's small thing but it would greatly help going back and forward between software as working.

Thanks!
From: Michael Gibson
13 Aug 2017   [#262] In reply to [#261]
Hi klaudio, so I originally did that Alt key view navigation to be compatible with Maya. I don't remember why I ended up with the up/down movement for zoom instead of left/right motion, maybe Maya behaved that way a long time ago and switched at some point. At any rate I think what I'll do is change the default for v4 to work same as Maya with left-right motions and have an option in moi.ini to switch it back to the old way.

- Michael
From: Michael Gibson
13 Aug 2017   [#263] In reply to [#261]
Hi klaudio, ok I see now that Alt is using up/down because it does the same thing currently as Ctrl+RMB which is used in Rhino for zoom and Rhino does it with up/down motions. So I'll leave Ctrl+RMB using up/down but switch Alt+RMB to use left/right with an option to switch it back to up/down if needed.

- Michael
From: klaudio
13 Aug 2017   [#264] In reply to [#263]
Hi Michael!

Perfect! Option to choose between up-down or left-right while pressing Alt+RMB is all i need! Thank you very much. ;)

Interesting thing in Maya is that you can zoom either going up-down or left-right movement with ALT+RMB pressed. I find left-right more natural and easier since up-down usually requires the whole arm movement in the shoulder even a bit often.

Could be just my personal preference and that some people actually use up-down in Maya too so you can keep all the navigation as it is now but add that option to switch to Alt+RMB (left-right).


Best,
Klaudio

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