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Full Version: Parametric design in MoI?

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From: James (JFH)
21 Aug 2018   [#844] In reply to [#843]
Hi Barry,

>> I had interp node where yours as progression node.

It will work with both means of creating a num series, but
it is necessary that the input range is identical.

I am hoping that Max's fixes this so any range can be input
thereby deprecating my reMapRange macro.

>> Fillet

Fillet is a bit different from most nodes in that it requires manual
interaction mid-process. Refer to Karsten's instructions here:

http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.941

Hope this helps

James

Message 7713.845 was deleted


Message 7713.846 was deleted


From: FDP
19 Sep 2018   [#847]
Is there a way to autocenter the canvas, or have a mini zoomed-out preview of the canvas? Not having a middle mouse button has made canvas interaction a bit difficult, it would also be nice to allow easy remap of those buttons (sorry if that is already a possibility) and using +/- for zoom would be great as well!
From: James (JFH)
19 Sep 2018   [#848] In reply to [#847]
Hi FDP

>> Is there a way to autocenter the canvas, or have a mini zoomed-out preview of the canvas? <<

2 finger double tap on trackpad will zoom to mid-range, however it does not center the canvas.
Max is aware of this and says he'll will revise for next version.

http://moi3d.com/forum/index.php?webtag=MOI&msg=7713.808

Hope this helps
James
From: bimaloy30
26 Sep 2018   [#849] In reply to [#630]
The editor is a plugin for MoI. MoI has a VERY ACTIVE community, with the owner/programmer answering any questions you have in the forum. It's hugely more easy to use than any other solids modelers and has one of the best if not the best NURBS to POLYS converter I've ever seen.

4 will be beta any day now, but you have to own 3 to be able to download it. It will probably take a year to go golden, so you're best off just purchasing 3 now.

It's a stunning app, perfect for solid design and concepts. IMO, one needs both a poly modeler AND a NURBS modeler (and a topology modeler). I still enjoy using both SketchUp and MoI and go between them often. I also really like 3D Coat for topology.

You won't go wrong trying MoI. It's that good.
https://discord.software/ https://downloader.vip/adobe-reader/ https://downloader.vip/itunes/
From: James (JFH)
3 Oct 2018   [#850] In reply to [#837]
Hi Max,

Remapper node: >> but I need more time to make it work ... it's really hard. :) <<

I found this website http://cubic-bezier.com/
& wondered if it might offer you some direction.
(http://cubic-bezier.com/cubic-bezier.js)

All the best

James

Image Attachments:
cubic-bezier.gif 


From: mkdm
3 Oct 2018   [#851] In reply to [#850]
Very interesting experiment...

Thanks James!
From: James (JFH)
11 Oct 2018   [#852]
Hi Max,

I have another small suggestion that would be a big improvement for NE.
At the moment all selected geometry, whether byName, byStyle or manually selected, ceases to be responsive to change, which generally is fine.

However there are cases where it would be beneficial if changes to selected geometry was reflected in NE in real time. One example is the use of attractor points: in this way interactivity could be achieved through direct manipulation of point on ground plane rather than abstracting the attractor as x & y slider inputs or to the dot on the Slider2d widget.

I'm proposing that the selection nodes are manually updated as the default setting but have the option of automatic updating at a given frequency (n times per sec) or alternatively if you prefer, at a given interval (in milliseconds).

I recognise that this will greatly increase the computational load, when set to Automatic; but it could be reduced by halting the data stream when there is no change (above a certain threshold), so that when there is no alteration to base geometry the computation load is similar to Manual setting.

Please let me know what you think
James



Image shows selected curve with control points on in red, & post-adjusted cPts & curve in Black. Ideally the 2 would be in accordance: which is to say, that adjustments to original cPts would be reflected in NE and hence the generated curve would correspond to the manually manipulated curve.

UPDATED:
PS Rather than have 2 options (manual & Automatic) it could simply be that the is just a "Freq/sec" field with 0 as the default setting, which would in essence, amount to the same thing.

Image Attachments:
autoUpdating.gif 


Message 7713.853 was deleted


From: Max Smirnov (SMIRNOV)
6 Dec 2018   [#854] In reply to [#853]
Hi James!
Sorry, I have no plans (and I have no time) to write any math or geometry nodes for NE this year.
I certainly will continue development of node editor (January or February, I don't know..)
From: VG (VEGASGUITARS)
12 Dec 2018   [#855] In reply to [#839]
Could this be used for guitar curves like arch tops?
From: Michael Gibson
12 Dec 2018   [#856] In reply to [#855]
Hi Neil,

re:
> Could this be used for guitar curves like arch tops?

It's theoretically possible, but it would involve quite a lot of work. Basically the node editor is a different way to build models by building the instructions to do it. It's a form of programming.

- Michael
From: VG (VEGASGUITARS)
17 Dec 2018   [#857] In reply to [#856]
OK - a bit too advanced for me then. Seems the guys who do car modeling use different methods than I do - although some car curves and guitar curves are quite similar. Would like to pick up more of their methods. Any suggestions?
From: Michael Gibson
18 Dec 2018   [#858] In reply to [#857]
Hi Neil, you might look for Rhino tutorials on car modeling. It tends to be a pretty advanced area.

- Michael
From: Frenchy Pilou (PILOU)
18 Dec 2018   [#859] In reply to [#857]
Take a look at this beautiful nurbs car modeling tutorial ! ;) (there are also 2 cars tutorials at the same site)
https://www.etereaestudios.com/docs_html/nixus_htm/nixus_index.htm
From: VG (VEGASGUITARS)
18 Dec 2018   [#860] In reply to [#858]
It took me almost a year to learn how to make a decent neck - and it's on going. If it's too advanced than maybe whats best is to continue learning basic tool use.
From: bemfarmer
19 Dec 2018   [#861]
In MoI4, with the Dark version of nodeeditor working properly, and failing to get the Light version of nodeeditor to run, after re-reading many posts, the Light version now works, as described below.

Max describes how to install nodeeditor.v.1.rc3, in Windows (AppData directory) or Mac (Application Support directory) here:

http://moi3d.com/forum/index.php?webtag=MOI&msg=7713.767

In MoI4beta, for the above Windows type of install, to run nodeeditor, version 1, rc3, the following script may be utilized in 3 ways:

1. By creating a shortcut key , such as Ctrl+Alt+N (for dark version), or Ctrl+Alt+M (for lite version), with the corresponding one of two scripts shown below.

or 2. By Tab Paste to the MoI command window, of either script.

or 3. By using CustomUI: In the AppData "startup" directory, for example in the file 97 Nodeeditor.js, [A second file would have to be created for the light version, resulting in two icons at the bottom of the MoI screen.] a line entry that begins with: var command = <<<<< copy in either of the following scripts here>>>>>. NOTE, add a " at the beginning of the script, AND add a " before the final semicolon (";), in file 97 (or 98). Rename a copy of file 97 to 98 Nodeeditor.js, and rename the title to for example, var title = "NodeEditLite"; Also substitute the Light script below, with the addition of the two ".


For Max's Light color scheme, the script is as follows:

moi.ui.createDialog( 'moi://appdata/nodeeditor/index.html?scheme=Light', 'resizeable,defaultWidth:680,defaultHeight:420', moi.ui.mainWindow );

[For the light version, having light">nodeeditor/ added in, as per other posts, did not work on my computer.]

For the standard Dark color scheme, the script is as follows:

moi.ui.createDialog( 'moi://appdata/nodeeditor/index.html', 'resizeable,defaultWidth:680,defaultHeight:420', moi.ui.mainWindow );

Would someone please try methods 1 and 2 on a Mac, for the Light version?
For the Mac, Michael describes the install folder as:... Library/Application Support/Moi
http://moi3d.com/forum/index.php?webtag=MOI&msg=7713.779


[If a white window comes up, the nodeeditor is not located in the correct AppData/ sub/sub directories. sub/sub = Roaming/Moi but Roaming is not needed in the above scripts.]

- Brian
From: Michael Gibson
19 Dec 2018   [#862] In reply to [#861]
Hi Brian,

re:
> For the Mac, Michael describes the install folder as:... Library/Application Support/Moi
> http://moi3d.com/forum/index.php?webtag=MOI&msg=7713.779

Just a small correction here - it's in the user Library: ~/Library/Application Support/Moi or /Users/[your user name]/Library/Application Support/Moi , not the system one.

- Michael
From: bemfarmer
20 Dec 2018   [#863]
The macro can be "Stored" in two different formats. The SAVEd verson is unfavorable in my opinion.

Regarding storing a macro for later re-use, the macro should be EXPORTed, rather than SAVEd, to the macro folder under nodeeditor
in [.../appdata/.../ (Windows)) or [/Users/[your user name]/Library/Application Support [Mac)]
(Saving saves a sublevel of the macro, which seems to be unfavorable?)

To re-use a macro, a previously Exported copy should be Imported, or selected from the right-click drop-down window,
rather than loaded.

A SAVEd macro can be LOADed just fine, but if a SAVEd macro is selected from the drop down list, it comes in at a sublevel.

If an EXPORTed macro is LOADed, it appears in the nodeeditor screen in expanded form.

- Brian

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