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Full Version: V4 Wish List

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From: Mr. Yuri (MR_JURAJ)
10 Apr 2020   [#521]
Hi Michael,
you think it would be possible to set colors of the axes to remain static?
For example to set X=blue, Y=red, Z=green and have this visibility set in all viewports.

Now I set it like above and in top view it's fine, but in front and right view it's correctly shown only in small icons.
Actual axes in ports are always shown like X and Y.
Also I don't see Z axis at all in 3D viewport.

I checked the documentation and settings but had no luck.
Thanks
Juraj

Image Attachments:
moi axes.jpg 


From: Michael Gibson
10 Apr 2020   [#522] In reply to [#521]
Hi Juraj, some previous discussion here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=6424.2

I've been meaning to change it how you're asking though.

- Michael
From: Mr. Yuri (MR_JURAJ)
10 Apr 2020   [#523] In reply to [#522]
Great.
Thanks Michael.

Looking forward.

Juraj
From: Chris (CEEN)
13 Apr 2020   [#524]
Hi,

do you think it is possible to extend the ISO curve tool into some kind of ISO grid/network tool? At the moment we can draw one line into each v and u direction. It would be awesome to have this feature extended into a network function with equal distance in the net segments and that net is projected onto the surface. See the image, please. I build that out of several ISO lines and it would be great to do that faster with a network function because at the moment you get a lot of overlapping lines when building a regular net like this. Do you think sth like this would be possible? Thank you!



Image Attachments:
ISo_grid.jpg 


From: Michael Gibson
13 Apr 2020   [#525] In reply to [#524]
Hi Chris,

re:
> do you think it is possible to extend the ISO curve tool into some kind of ISO grid/network tool?

Is it for modeling purposes or just for display like a type of hatching?

There is a "Multi-iso" plugin script that you can get from Max's file archive page:
http://moi.maxsm.net/media/files/

That may do what you're looking for here.

- Michael
From: nameless
28 Jun 2020   [#526]
I am just going to drop these 2 here, as I think they are important for V5

- When you paste a copied selection using ctrl+shift+V, it would be ideal to be able to adjust the scale of it before commiting, instead of being able to adjust the orientation only. Right now, if you change the size after placement, the origin of the original placement gets shifted and you need to readjust to get the boolean at the right level. It's almost always the case, that you need a size adjustment, especially if you are detailing a larger form with premade kit objects.

- I am not sure if I am missing something but it would be more intuitive, if while moving points of a curve, they would snap on other points of the curve being edited. A simple example is attempting to "close" a triangle, trying to snap the end of a 3 segment line to the start. At the moment, curve points being moved, only seem to "recognize" points that belong to other curves as a snap target.
From: James (JFH)
6 Jul 2020   [#527]
Michael,

When attempting to create a blend curve between 2 curves the result can be unexpected if they have been selected using a marquee selection, because the closest endpoints of the input curves are determined to be endpoints of the new blend curve, regardless of the curve direction

I know that you loath to introduce new functionality if it complicated the UI/UX, but please consider (if you can see the value in it) of including a check box that appears only in the instance of marquee selection of input curves, that reads something like- "Use Curve Direction". See image below:



Obviously, this is a trivial matter compared to the release of the final beta, but if this suggestion is practical, both in the senses of achievable & of practical use to others, please consider it for inclusion to a future update.

Thanks, James
https://www.instagram.com/nodeology/
From: Michael Gibson
6 Jul 2020   [#528] In reply to [#527]
Hi James, if the blend is between the wrong ends for what you want, when you are in the "Adjust blend parameters" stage you can click on a curve and it will flip the side that the blend will come off from.

So you can use that for the case you show there where you don't want the default result.

Here's an example:



- Michael
From: James (JFH)
6 Jul 2020   [#529] In reply to [#528]
Michael,

I was aware that blend curve endpoints could be readjusted by clicking the input curves.

I encountered this issue with the default blend curve endpoint discernment in nodeEditor where of course the readjusting of output curve after-the-fact is not something readily available. Perhaps this facility could be included within the node as a menu item in the info-panel, however it got me contemplating if input curve direction might not be a better default for determining the endpoints of the new curve, rather than proximity, generally.

I then found myself experimenting with blending curves manually, & thought perhaps a checkbox that appeared only in the instance of a marquee selection may be the best of both worlds.

Anyway that was just a thought.




But getting back to nodeEditor, would there be a scripting method of over-riding the default so that curve directing determined the endpoints of the output curve?

James
https://www.instagram.com/nodeology/
From: Michael Gibson
6 Jul 2020   [#530] In reply to [#529]
Hi James, it is a general strategy throughout MoI to try and avoid things being dependent on the natural curve direction. With there also already being an existing way to flip the blend result, having a checkbox option like that doesn't really seem like it would be useful for the regular MoI UI.

For programmatic access that's a different case.

At some point I want to make a different API that scripts could use for making geometry. The current "factory" based interface is set up primarily to be convenient for the regular UI, sometimes this is in conflict with what is convenient for programmatic access like in this case.

But it is possible though to generate a blend curve programmatically that suppresses the automatic detection and just uses the natural directions. This is done by having the "Orientation list" input for the blend factory filled in. If it is not filled in then it gets automatically created by matching the closest ends together.

A curve orientation list is a list made up of CurveOrientation objects in it, each of which has .flipped and .seam properties. You can create one by moi.geometryDatabase.calculateCurveOrientations( curves ), then go through and set the flipped properties to false.

Here's an example, paste this in to the xyz control when you have 2 curves selected, it should generate a blend curve between the same ends and does not switch depending on which ends are closest to each other:

code:
var curves = moi.geometryDatabase.getSelectedObjects();
var orientations = moi.geometryDatabase.calculateCurveOrientations( curves );
for ( var i = 0; i < orientations.length; ++i ) { orientations.item(i).flipped = false; }
var factory = moi.command.createFactory( 'blend' );
factory.setInput( 0, curves );
factory.setInput( 1, orientations );
factory.commit();


Hope that is what you were looking for!

- Michael
From: James (JFH)
6 Jul 2020   [#531] In reply to [#530]
Michael

"Hope that is what you were looking for!"

Thank you for getting back to me with this, & yes the script is exactly the sort of thing I was looking for, however I can't get it to work.

I tried copy & pasting into xyz control field after first marquee selection of 2 curves but it gives no result. I must be doing something wrong but am not sure what it could be.

After clicking "return" there is no result, & if "return" is clicked a second time, the blend curve is drawn but reverts to default closest points.

Is there a trick that I'm missing?

James
https://www.instagram.com/nodeology/
From: Michael Gibson
6 Jul 2020   [#532] In reply to [#531]
Hi James, oops try with a script: in the front like this:

script:var curves = moi.geometryDatabase.getSelectedObjects();
var orientations = moi.geometryDatabase.calculateCurveOrientations( curves );
for ( var i = 0; i < orientations.length; ++i ) { orientations.item(i).flipped = false; }
var factory = moi.command.createFactory( 'blend' );
factory.setInput( 0, curves );
factory.setInput( 1, orientations );
factory.commit();


- Michael
From: James (JFH)
6 Jul 2020   [#533] In reply to [#532]
Thanks Michael,

That works!
I appreciate you doing this for me.

James
https://www.instagram.com/nodeology/
From: Mr. Yuri (MR_JURAJ)
16 Jul 2020   [#534]
Hi Michael.
maybe nice feature and simple to implement would be question during trimming operation if 'you want to deselect all?'.
It happened to me many times that I wanted to trim complex shape and had to select like 50 small lines but one miss-click would deselect everything making user start from the beginning.

Thanks.
Juraj
From: fcwilt
16 Jul 2020   [#535]
Hi,

I was thinking that it would be handy to have a system of naming objects which allowed "grouping" together related objects.

On my current printer project I have a number of assemblies that consist of multiple parts. When assigning a name to a part I always include the name of the assembly along with the name of the part.

For example:

Assembly 1 Part 1
Assembly 1 Part 2
Assembly 1 Part 3

Assembly 2 Part 1
Assembly 2 Part 2
Assembly 2 Part 3

While this keeps them together in the browser it doesn't establish any sort of real relationship.

What if we could use names with a specified character in them like "Assembly 1.Part 1" where the specified character (a period in this example) would actually be used establish a relationship allowing them to be displayed them in the browser in a hierarchical manner.

Assembly 1
Part 1
Part 2
Part 3

or perhaps

Assembly 1
Assembly 1 Part 1
Assembly 2 Part 1
Assembly 3 Part 1

Selecting the assembly name could then select all the parts in the assembly. Of course selecting of individual parts would work as it does now.

The character to use could be specified in the settings - my choice would be a period. If no character was selected then the new naming feature could be disabled if desired.

By using a specific character the current approach would work as it does now and no new fields would be needed.

Such a system would be very useful in my work.

Thanks.

Frederick
From: wayne hill (WAYNEHILL5202)
16 Jul 2020   [#536] In reply to [#534]
Hi Juraj,

Press the 'Undo' button and all will reappear as selected.

Wayne
From: Michael Gibson
16 Jul 2020   [#537] In reply to [#534]
Hi Juraj,

re:
> It happened to me many times that I wanted to trim complex shape and had to select like 50 small lines
> but one miss-click would deselect everything making user start from the beginning.

You don't have to start from the beginning if you make a selection mistake like that, you can just use undo which will restore the selection to whatever it was before the last selection action.

This "selection undo" is transient, it is only stored as the most recent action in the undo stack.

Also if you want to do deselect all, there is already a button for that on the side pane under Select > "Deselect all". If you would like to make a shortcut key for it, put in this for the command part of the shortcut key:

script: moi.geometryDatabase.deselectAll();

- Michael
From: Mr. Yuri (MR_JURAJ)
17 Jul 2020   [#538] In reply to [#537]
I feel so embarrassed I didn't try undo for selection.
Great to know.
Thanks Michael
From: stefano (LIGHTWAVE)
17 Sep 2020   [#539] In reply to [#538]
How about a "tag" naming system for objects.
Maybe a lot quicker to implement than thinking out
all the permeations of grouping, sub groups etc.

Hierarchy free if kept flat. Flexible. Could maybe rely on good ol
Windows or Mac file system; meta tags.
From: Michael Gibson
17 Sep 2020   [#540] In reply to [#539]
Hi Stefano, re: tag naming system - the current system is pretty similar to that already, you can assign a name to an object or multiple objects, and then that name will show up in the "Objects" section of the scene browse allowing you to hide/show/lock/unlock/select that object set by the name.

The main request to add to this is hierarchy so I think it will need that whole group and sub-group type of thing.

re:
> Could maybe rely on good ol Windows or Mac file system

I don't think that's feasible since it is many entities within a file that have these properties, not just a whole file. Unless you wanted to require each separate object to reside in its own file but you would end up with a massive quantity of files that way.

- Michael

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