Full Version: V4 Wish List

From: BEAR17 [#28]
 7 Jun 2016
To: ALL

Hello Michael ,

I prefer to give ideas without setting limits. We must sort the ideas. it remains wishes, only wishes.

I understand that Moi3D must remain simple to use, while providing maximum opportunity. It's a delicate balance.

Moi3D is the only software I have that correctly uses the "touch " my tablet. The V3 is already powerful and indispensable (with Pilou's support !)

- Bear17

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From: Michael Gibson [#29]
 7 Jun 2016
To: ALL

Hi Bear17, no problem! It can be good to get wishes without limits too. I just wanted to make sure your expectations for some of those things wouldn't get too high.

- Michael

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From: mkdm [#30]
 9 Jun 2016
To: ALL

Hi Michael,

It would be possible to have a command like the "MoveHole" command present in Rhino, in the next release of Moi ?

Or, is there a simple and fast way to do the same thing in the current version of Moi ?

I already know a manual method to do it, and it works on various object i tested.

I follow these steps :

1) extract,via unjoining, the inner surfaces of the hole i want to move
2) untrim, via delete, the hole edges from the object that is "perforated"
3) move the extracted hole surfaces to another location
4) trim the main object with the hole surfaces
5) remove the hole caps from the main object
6) join all together

Is there a faster or better way to do the same thing ?

Have a nice day.

Marco (mkdm).

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From: Michael Gibson [#31]
 9 Jun 2016
To: ALL

Hi Marco, I would like to add more kinds of solid editing tools in MoI in the future but I can't say for sure when they will happen. So I don't know if it would be for the next release of MoI - probably not if I had to guess right now.

For your steps the only other possibility that I can think of at the moment is if your main object is a solid you could try selecting everything and running the Boolean Merge command rather than retrimming it, that might be more convenient.

- Michael

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From: mkdm [#32]
 9 Jun 2016
To: ALL

Hi Michael,

> For your steps the only other possibility that I can think of at the moment is
> if your main object is a solid you could try selecting everything and running
> the Boolean Merge command rather than retrimming it, that might be more convenient.

Thank you very much for your suggestion.
I tried this method and it works fine and it's also a little bit faster then retrimming.
As said by you, this method works only on solids.
In case of manipulating polysurfaces i am forced to use the retrimming.

A little more question regarding solids.

I noticed that creating a simple 3d box object, it's possible to enable solid point editing directly on the object created.
But, if i'm not mistaken, it seems the only solid primitive that has this feature.

My question is : when a solid object can be directly modified using solid control point editing ?
That is, what is needed by an object to be able to be manipulated with solid control point editing ?

Thank your for your help and have a nice day.

Marco (mkdm).

Reply


From: Michael Gibson [#33]
 9 Jun 2016
To: ALL

Hi Marco - a solid can only have control points turned on if each surface in the solid are "naturally trimmed", which means the trimming boundary corresponds to the boundary of the "underlying surface", and each of those underlying surfaces has the same control point structure at their common edges.

That's the case for a box and also things constructed from say sweep or loft (unless capped), but if you take a cylinder for example and use Edit > Separate on it and then turn on control points for all the individual surfaces you'll see the caps on the cylinder have an "underlying surface" that is a 4 point plane and the circular shape of the cap comes from a trim curve that is internal to the surface.

It would not be good to be able to turn on control points for solids that are like that because moving one of the plane's corner points for example would then open up a gap in the solid where the cap and cylinder would not meet up anymore.

This is illustrated and explained in more detail in this FAQ answer:
http://moi3d.com/wiki/FAQ#Q:_Why_does_show_points_work_for_some_objects_but_not_others.3F

- Michael

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From: mkdm [#34]
 9 Jun 2016
To: ALL

Hi Michael,

> This is illustrated and explained in more detail in this FAQ answer:
> http://moi3d.com/wiki/FAQ#Q:_Why_does_show_points_work_for_some_objects_but_not_others.3F

Really i cannot tell you how much i wish to thank you for this clarifying explanations !!

> a solid can only have control points turned on if each surface in the solid are "naturally trimmed",
> which means the trimming boundary corresponds to the boundary of the "underlying surface",
> and each of those underlying surfaces has the same control point structure at their common edges.

So, if i understand correctly, it's like saying that the "solid control points editing" it is only possible
on objects that are made by UNTRIMMED surfaces only.

Is it right ? I hope so.

Nice night,

Marco (mkdm).

Reply


From: Michael Gibson [#35]
 9 Jun 2016
To: ALL

Hi Marco,

> So, if i understand correctly, it's like saying that the "solid control points editing" it is only possible
> on objects that are made by UNTRIMMED surfaces only.

Yes, that's correct.

- Michael

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From: mkdm [#36]
 9 Jun 2016
To: ALL

Ok. Thank you!

Ciao!

Marco (mkdm).

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From: Lavellotron [#37]
 11 Jun 2016
To: ALL

"- Record the position of a 3D camera view and be able to find or copy it to another file."

Is there a way to do this now via scripting?

I need something like this now. I'm generating drawings using the Adobe Illustrator export feature. Really great feature by the way!

I have models in different 3dm files. It is next to impossible to have each drawing keep a consistent zoom, orientation & perspective without a way to "save" the 3D Camera vector.

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From: Michael Gibson [#38]
 11 Jun 2016
To: ALL

Hi Lavellotron, yes it is possible to get the location of a camera view by scripting currently, check out here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=5981.2

- Michael

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From: boblog [#39]
 12 Jun 2016
To: ALL

Hello Michael,

Can be cool to have a bridge to Keyshot?
The bewel tool can be better....

Love this app a lot !

Thank you again !

Nicolas

Reply


From: Michael Gibson [#40]
 12 Jun 2016
To: ALL

Hi Nicholas, there are so many different rendering programs out there that it's not very feasible for me to work on specialized connections to every single one, it would just take me too much time. In general I'm much more focused on trying to support standard file formats well.

But in the future when I have a more extensive SDK, you could then ask Keyshot if they would work on a bridge type feature.

- Michael

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From: trc (TERRYC) [#41]
 16 Jun 2016
To: ALL

I would like to add my support for native dimensioning and notation. No disrespect for Max's script which has been very helpful, but MOI deserves a fully integrated approach to communicating with clients. For me, that means a robust and flexible notation environment that can be exported to Illustrator as editable paths without a clunky background image. I realize that a background image may be needed to support model shading but I would like to see MOI's notation capabilities implemented in the same manner as its curves. For me, the most significant improvements in MOI will be those that help me communicate with my clients and production teams. And... by the way... thanks for this software.

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From: wastzzz [#42]
 18 Jun 2016
To: ALL

+1 for that.
I also have the need to communicate with clients thus annotation tools are essential.. Also, a block\instance system would make everyone's life easier.

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From: ptaszek [#43]
 18 Jun 2016
To: ALL

Do we know when v4 will be released? :)
I would like to have an option for dark UI and new icon ;)))
I could design one for free :P

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From: 2byts [#44]
 18 Jun 2016
To: ALL

A more Robust Fillet Engine.
Outliner for organization.
Parenting with nulls

Subdivision support like with polygons and being able to toggle subdivison level. Will help with more organic possibilities.

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From: futagoza (STEFAN) [#45]
 18 Jun 2016
To: ALL

I have currently only one wish, which is VRML (.wrl) export for 3D color prints, to avoid importing into Blender and preparing the model(s) there, for export.

Regards
Stefan

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From: Michael Gibson [#46]
 18 Jun 2016
To: ALL

Hi ptaszek,

> Do we know when v4 will be released? :)

Sorry no, there isn't any specific release date set yet.

- Michael

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From: Jacob (JACOB_H) [#47]
 19 Jun 2016
To: ALL

I know its not entirely v4 related but what about a forum overhaul?

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