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Full Version: Nodebundle for playing with nodes

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From: r2d3
19 Dec 2017   [#896] In reply to [#894]
Hi Karsten,
just a nother question about your extensions.
I was looking into your intersectObj, and separateObj. There is a lot of "out commenting".. and i dont get what i expect from them..
I was playing with your msweep.nod and i was wondering if it is also possible to add the seemedEdge of the baseobject to the generatet IsoCurves.



With the separateObj i got access to the faces with the intersectObj i dont get anything...
Whats wrong?

Image Attachments:
intersect.png 


From: Frenchy Pilou (PILOU)
19 Dec 2017   [#897]
Ok with the missing files basics in Libs folder that works better! (very labyrinthic to follow! :)

But now...does this normal ?
What is your parameters Smoothness and Speed ?


From: r2d3
19 Dec 2017   [#898] In reply to [#897]
<<<<Is beautiful that please without concept!

Are you sure that the small MOI is following the objpath ? and the objpath is not hidden??
From: Frenchy Pilou (PILOU)
19 Dec 2017   [#899] In reply to [#898]
I just load the file 3dm, the nod file and launch! (Windows 10)
Nothing more! :)
From: Karsten (KMRQUS)
19 Dec 2017   [#900] In reply to [#896]
Hello Ralf,

separateObj uses the same factory as the MoI function separate. So it smashes joined objects like segmented curves, joined surfaces and solids into the lower level e.g. solids into faces. Is your input atomic, nothing will happens. To intersect something you need at least 2 intersecting geometries at the input for intersect objects. e.g. a curve and a surface -> output point. If you want to have all edges of a brep you can use the extractEdges node. For an overview for most of the factories, have a look to the document hosted by Max, if you don't know it already.

http://moi.maxsm.net/api/

Have a nice day
Karsten
From: Karsten (KMRQUS)
19 Dec 2017   [#901] In reply to [#900]
Hello Ralf,

there is also another half automatic way to extract an edge of brep (surfaces,joined surface, solids). BrepNameSubObjects takes the bRep and gives names to the faces and edges and displays the geometry. If you select something of the displayed geometry and you insert then the extract node it will evaluate the names and stores it. On run the node gives then the preselected geometry to the output. Without a pre selection while insert, the node has no names to store (empty names) and the node will give all faces and edges to the output, required you don't have a BrepNameSubObjects node as intput, means direct the brep.

I hope you can follow - here are the limits of my english:-(

Have a nice day
Karsten

p.s. same behavior for the filleting of a solid (preselection is always necessary)- but take care fillet problems are not catched and leads to crash of MoI!!!

Attachments:
select-extract.nod
solid-fillet.nod


From: speedy (AL2000)
19 Dec 2017   [#902]
Hi Friends
I want to share this exercise,
the construction of a Polygonal structure
starting from a modular piece , which is positioned
Interlocking...
Good day to all
enjoy ... Christmas is approaching-
File at this link:http://www.mediafire.com/file/leplm3y9iaadq17/PolyFrame.rar

With a little imagination the PolyFrame could be transformed
in a hanging "ball"
best wishes to everyone

alberto
From: r2d3
19 Dec 2017   [#903] In reply to [#901]
Thanks for going to the limit of your english! ;-)

Yes, i played with the BrepNameSubObjects node - its very interesting and studying how you programed it brings me to the limits of my Javascript...
But there must be a simpler way to just get a edge of a object...
Unfortunatly my objects2 extension doesnt have the ExtractEdges node... i am outdated:-{ and i cant run your select-extract.nod example.
But i think that node can be the solution to me simple problem..

First i have to search for the latest object2.js ...
From: Karsten (KMRQUS)
19 Dec 2017   [#904] In reply to [#903]
Hello Ralf,

start reading here: http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.718

Some posts later James shares a object2.js file, with the node. The changes he made are are described above.

Have a nice day
Karsten
From: Barry-H
19 Dec 2017   [#905] In reply to [#878]
Hi Ralf,
great path animation thanks for posting it.
I had same problem as Pilou but found if I deleted the Moi text that are not on the path it worked great.
Cheers
Barry
From: r2d3
19 Dec 2017   [#906] In reply to [#902]
WOW! Thats a BIG nod.. Very well done and i am pretty sure you had a good time developing it..

Happy nodeling!
From: r2d3
19 Dec 2017   [#907] In reply to [#904]
YES the extractEdges is doing the job....



Thanks a lot Karsten!

Now i have to find out how marco did this nice connections...

Image Attachments:
isoandseam.png 


From: r2d3
19 Dec 2017   [#908] In reply to [#905]
Hi Barry,
You are absolute right... in the uploaded 3dm file the little MOI is double - deleting the one which is already on the path solves the problem.

Pretty sure i saved the 3dm when nodeeditor wasnt closed... thats something i have to take care of..

Thanks for finding this out!

Attachments:
pathanim.3dm


From: r2d3
19 Dec 2017   [#909] In reply to [#897]
Hi Pilou, Barry found the problem - the little MOI which is on the path has to be deleted..

http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.908
From: Frenchy Pilou (PILOU)
19 Dec 2017   [#910] In reply to [#909]
@r2d3

Excellent! Now all works like a charm!
(don't forget to edit your original post! ;)
http://moi3d.com/forum/index.php?webtag=MOI&msg=7777.878

So the French Version will be there in few minutes! Done!
Bravo!
http://moiscript.weebly.com/elephant-systegraveme-nodal.html


From: r2d3
20 Dec 2017   [#911] In reply to [#910]
Merci Pilou,

just edited the old post...
From: Frenchy Pilou (PILOU)
20 Dec 2017   [#912] In reply to [#911]
Funny is that you can Deform, Copy, Replace with any volumes 3 sets of "named" objects "M", "O", "I"! :)
(if you don't want have some headaches to add more 3 sets of letters! )
Idem for the path itself!

Just make all that before call the node!


From: r2d3
20 Dec 2017   [#913] In reply to [#912]
Yes thats easy!
If you have only one object following a path - its pretty easy but if you have 3 or more objects following the same path they should have some distance - this gives some headaches..
because they have to jump to different points...and because you can change the number of points on the path with Smoothness its needs some math...
From: Frenchy Pilou (PILOU)
20 Dec 2017   [#914] In reply to [#913]
Users don't want use math! :)
they want just click object(s) then a path! ;)
And eventually move the sliders! :D
From: Karsten (KMRQUS)
20 Dec 2017   [#915] In reply to [#914]
Hello Pilou,
are you talking about users or consumers;-)

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