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Full Version: V4 Wish List

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From: Michael Gibson
10 Oct 2018   [#481]
If someone is wondering about the deleted messages, they seem to be spam "warm up" messages where someone is reposting a previous message that has been translated from English to some other language and back to English again. I'm not entirely sure why someone would do that, I think it's something like some forums don't let you post links until you've posted some regular messages first.

- Michael
From: mkdm
10 Oct 2018   [#482] In reply to [#481]
OK. Got it. Thanks.

I also thing that it was a spam.

Kill it!

:)
From: Ekar
4 Nov 2018   [#483]
Hi. I have a small wish- :)

It would be great to have a 'Shift+Left Click' option checkbox available somewhere in the Options as an alternative selection mode. With this option checked, the user would need to hold down the shift key in order to add to the current selection. Left clicking without shift would select but clear the previous selection.

I've gotten into trouble quite a few times now when I've tried to do something and later discovered I had more objects selected than I realised (I'm used to left-clicking something and clearing whatever was previously selected).

Hopefully this wouldn't be too much trouble, and would be a very welcome feature.


Really enjoying MoI, btw. And the ability to bring in poly objects in the V4 beta has been extremely helpful.


Thanks very much!
From: Mr. Yuri (MR_JURAJ)
4 Nov 2018   [#484]
Just found this thread.
Would appreciate in V4:
- Fillets and chamfers improved. So in case they should overlap they don't 'crash'.
- File type import/export expansion. Mostly OBJ and STL.
- custom commands and scripts. Could be made so user can place own buttons for each inline script, or command.
- ability to create lithophanes. Something like hightmap script from Max.
- set object partialy visible (opaque)

Surely it's up to developers to decide which ones are requested most and what kind of programming is needed for implementation.
I'm patient :)
From: FiringFoxes (FOXFIRE)
9 Nov 2018   [#485]
I think the main thing I would like to see is a smarter selection system in general, pattern select, edge loop select, etc. There is an edge loop selection script I found but it's not very smart and something more like how Modo or Blender works would be quite nice.

Another feature would be a modifier stack system like in Blender or 3DsMax. Ideally a node based system. This is probably a v5 feature request though but having a more organized way to do non-destructive operations would be great.

Other than that I really enjoy using Moi, I can't think of a nurbs tool I would want to add to it but I'm still getting used to it.

- actually one thing I can think of is a custom pie menu like in Maya or Blender so I can switch between some tools on my tablet a bit quicker.
From: James (JFH)
16 Nov 2018   [#486]
Hi Michael,

Would it be possible to include in V4 a Styles/sub-directory for a spectral range of colours for colorisation by node editor?

As Karsten validly states in reference to setStyle node that: "a RGB input would create a lot of styles or you have to create and delete again and again".
see http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.1272


I don't think however, that this deletion and creation, presents a problem (in terms of extraneous complexity to the user experience) if these new temporary styles were in a separate list (generally hidden from user).*

Please let me know your thoughts

Have a great weekend
James



*Indeed complexity could be further reduced with inclusion of a "levels" input on setStyles node to determine the number of steps in spectral range (so in some cases it may only be a handful of colours).

Image Attachments:
colorise.gif 


From: Michael Gibson
16 Nov 2018   [#487] In reply to [#486]
Hi James, in the future I do want to add in folders that you could use to organize styles, so you could collapse the folder and have a chunk of them stay out of the way. Would that be the kind of thing that would help? But sorry I'm not expecting to have that done for V4 though.

- Michael
From: James (JFH)
16 Nov 2018   [#488] In reply to [#487]
Hi Michael,

>> in the future I do want to add in folders that you could use to organize styles, so you could collapse the folder and have a chunk of them stay out of the way. Would that be the kind of thing that would help? <<

Yes that's exactly what I'm thinking: a dedicated folder (perhaps created on the fly by node editor) where generated styles could be written & overwritten without affecting the default styles used to differentiate model parts.

Thanks for getting back to me
James
From: NightCabbage
27 May 2019   [#489]
My number 1 wishlist item for Moi is SVG export :) I use it mainly for 2d stuff at the moment, and it's great for that - but exporting is a real pain!
From: Michael Gibson
27 May 2019   [#490] In reply to [#489]
Hi NightCabbage, I want to work on SVG in the future but it will probably just write the same information that is currently written to PDF format already.

What are you using that would benefit from SVG instead of using PDF ?

- Michael
From: NightCabbage
29 May 2019   [#491] In reply to [#490]
Well, I tried using the PDF export, and then importing it into Inkscape (which for the record, I hate lol)... and the results are quite painful.

It breaks up all of the shapes into separate lines - a square would be 4, and with rounded corners it'd be 8... plus then the solids/fills are a giant sheet in the background, as opposed to the actual shapes...

It's a mess LOL

I LOVE Moi3d. It's always been my go-to program for any 2d or 3d design. But the 2d exports are quite painful :(
From: Michael Gibson
29 May 2019   [#492] In reply to [#491]
Hi NightCabbage, it's normal for the shaded filled area to be a giant sheet in the background - the shaded areas are done as a background bitmap those parts are not vector objects.

I tested the PDF export with Affinity Designer and Adobe Illustrator and in both cases a square and a rounded corner square do not come in as individual pieces, they are one curve each. So that seems to be a problem with Inkscape's PDF importer.

SVG output would contain just the same stuff as the PDF export so I'm not sure if it would improve anything for you. I guess maybe it could avoid the curves coming in as individual segments problem if that is a flaw only in their PDF importer.

Maybe if you file a bug report with Inkscape they could improve the PDF importer to behave as other drawing programs do instead of separating everything into individual pieces.

- Michael
From: Mip (VINC)
30 May 2019   [#493] In reply to [#492]
Hi Nightcabbage,

I tested importing a rounded square (exported from MoI as pdf, Top View) into Inkscape 0.92.2 and it does come in as one curve.
What version of Inkscape are you using ?

Michel
From: slaphappy! (BRANDTPETERS)
24 Jan 2020   [#494]
Having been trying to create a pipeline to hang out in Ipad Pro as long as I can before moving to desktop, and I can say Shapr3D is not as intuitive as MOI3D. I am really not a fan... and in many ways feel there are better programs. It's pretty... Just not as intuitive as your program. I am an Art Director for a pretty big studio... and have a need for a better solution than Shapr3D for fast first level massing. High level architects and engineers can get along with this program (it does the job) - they also have the cash to pay this level of subscription forever. Based on the cost - marketing is definitely trying to connect to a certain level high buyer. Actually Forger App is better for creative output... Damn. It's just that this program is so good that it could take over. I would pay you their subscription over paying them for their program (lol). I realize your just but one and we thank you... Also this program is much bigger than that moment and we all use it to carry our careers forward. I just wish there was an opportunity to have as good of a program as you have built on the Ipad Pro since it's where much is moving... Thanks!
From: Michael Gibson
24 Jan 2020   [#495] In reply to [#494]
Hi Brandt, I'm glad you like MoI but I'm sorry I'm pushed to the limit as it is supporting both Windows and macOS. It just isn't feasible for me to target another platform.

- Michael
From: corchet
1 Mar 2020   [#496]
need a FFD 2x2x2 or 3x3x3 ... like in 3dsmax

une boite FFD comme dans Max pour tordre des pièces organiques avec un meilleur contrôle que Flow command

histoire de bien faire la nique à Zbrush ;)
From: pafurijaz
1 Mar 2020   [#497]
Hi to all, this topic is long and I apologize but I have not read everything, so I hope not to repeat that, Moi3d 4 now has the ability to import subdivision surfaces as nurbs surfaces, but it would also be nice to have the possibility to choose the type of topology generated, why do I ask this? Because when I use of Subdiv_beta9 I get a grid of edges that I can copy and then generate a new surface with curves reconstructed with Moi3D.

Like this image below

Image Attachments:
Sub-div_edges.png 


From: Michael Gibson
1 Mar 2020   [#498] In reply to [#497]
Hi pafurijaz, there is a choice of topology under Options > "SubD import options" > "Patch type". But the current settings there are focused on how extraordinary vertices are handled (vertices with other than 4 edges coming out from them).

It is also additionally possible to control topology by materials though, if you have Options > "SubD import options" > "Use materials" turned on then polygons that belong to different materials in the .obj file will not get merged together into a larger patch.

Or for another possibility you can use Construct > Curve > Iso to extract isocurves out from the large surface.

- Michael
From: pafurijaz
1 Mar 2020   [#499] In reply to [#498]
Thanks I had forgotten the isocurves, excellent and effective solution for my problem, thanks, however the color options may have another option to consider separate surfaces, it could be useful to have sharp edges and separate surfaces between them, such as when you split the surfaces like in this case below. The green one has separated surfaces the other one only different colors but but the same edges, on the left the source file imported inside without touch.



Then could you also consider the possibility of inserting a support for BRep and glTF, import and export?

Image Attachments:
sub_surf_comp.png 


From: Michael Gibson
1 Mar 2020   [#500] In reply to [#499]
Hi pafurijaz,

re:
> <...> however the color options may have another option to consider separate surfaces, it could be useful
> to have sharp edges and separate surfaces between them, such as when you split the surfaces like in this
> case below. The green one has separated surfaces the other one only different colors but but the same
> edges, on the left the source file imported inside without touch.

To get sharp edges you would want to isolate the polygon vertices along those areas rather than have the polys share vertices.

That should be the same as what you would do to set up the .obj file to get sharp edges when importing into a poly modeling program and applying sub-d smoothing to it.


> Then could you also consider the possibility of inserting a support for BRep and glTF, import and export?

I'm not familiar with either of these formats. What programs support them?

This is the first time I can remember having a request for supporting these file formats. Supporting different file formats tends to take a lot of work and testing so I'm sorry it's not likely to happen soon.

- Michael

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