MoI discussion forum
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Full Version: Moi Version 4

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From: hhal (HHAL9000)
10 Jan 2018   [#1]
Apart from being 64 bit what are the differences between Moi 3 and 4.Are there additional tools and functions for example?
From: Frenchy Pilou (PILOU)
10 Jan 2018   [#2] In reply to [#1]
Not yet!
The enormous advantage is that you can use big files! :)
Before new tools and functions! :)

Some infos in first posts!

http://moi3d.com/forum/index.php?webtag=MOI&msg=8731.1

http://moi3d.com/forum/index.php?webtag=MOI&msg=8704.1

http://moi3d.com/forum/index.php?webtag=MOI&msg=8682.1

http://moi3d.com/forum/index.php?webtag=MOI&msg=8675.1
From: Michael Gibson
10 Jan 2018   [#3] In reply to [#1]
Hi hhal, there's also a collection of all the v4 release notes in one place here: http://moi3d.com/wiki/V4Beta

There isn't much in the way of new tools yet, those will be coming once things have fully stabilized from the big rewrite.

- Michael
From: hhal (HHAL9000)
10 Jan 2018   [#4] In reply to [#3]
OK Thanks Michael.
I look forward to how this progresses.
Is there any plan to integrate some of the many scripts that have been written for moi so they come as standard as it were?
From: Michael Gibson
10 Jan 2018   [#5] In reply to [#4]
Hi hhal,

> Is there any plan to integrate some of the many scripts that have been written for moi
> so they come as standard as it were?

No, no plans for that currently. Many of the scripts that I've written are to help an individual person with some very specific problem. So those would be a little weird to distribute along with the same package installed by everyone. Other scripts have been developed by other people and it would also seem strange to me to package someone else's work directly with MoI, it would make it seem like they were part of the officially supported core package.

In the future I would like to make some kind of centralized online script repository though, where you could browse through scripts and install them more easily. I'm not sure when that will happen, it's not a priority compared to improving more basic functionality first.

- Michael
From: swalsch
11 Jan 2018   [#6] In reply to [#5]
Hi Michael, I'm excited for v4
not that Moi3D is cpu hungry in general, but will v4 support multi-threading? I have a lot of cores and would greatly benefit from that in combination with the 64bit memory usage.
Cheers!
Stephan
From: Cemortan_Tudor
11 Jan 2018   [#7]
***In the future I would like to make some kind of centralized online script repository though, where you could browse through scripts and install them more easily. I'm not sure when that will happen, it's not a priority compared to improving more basic functionality first.
i've thought about that too ! it's hard to get-in Full potential of moi without using scripts ! & it's one of software where u have to search possibilities behind Core based one !
From: Michael Gibson
11 Jan 2018   [#8] In reply to [#6]
Hi Stephan,

re:
> but will v4 support multi-threading? I have a lot of cores and would greatly benefit from that
> in combination with the 64bit memory usage.

MoI does already support multi-threading in both V3 and V4 - it's currently used in the viewport display engine and also in export to mesh formats when meshes are being generated.

It's not really feasible to just use multi-threading in every single function, it takes special work to make use of multiple CPU cores and so it's something that's added to specific targeted areas. I would like to add it to more areas in the future but it's a pretty difficult area of work so I'm not sure when that will happen. Probably display mesh generation on file loading will be the next area that will get it at some point.

- Michael
From: Lestatdelc
22 Jan 2018   [#9]
Will the Save as .ai file produce better and more accurate output? As it stands currently, there are a ton of ugly artifacts, broken lines, etc. when saving a view as an .ai file. I often ping pong back and forth from .ai to model in Moi and then save as and have to do a lot of clean-up work to make the .ai output cleanly drawn again.

Would be great if that part of the workflow was cleaned up and improved.
From: Michael Gibson
22 Jan 2018   [#10] In reply to [#9]
Hi Lestatdelc, I do have some plans to try and improve .ai drawing output for v4. I can't be sure if what I'm planning would help for your particular case though. If you could send me an example file (e-mail to moi@moi3d.com) that does not export well I could include it in testing the improvements.

- Michael
From: Rainydaylover (DIMITRI)
26 Jan 2018   [#11]
Michael I think that there is a need of saving screen captures in high resolutions too. The working space views in Moi are so clear that they can be used for print and it is a pity not having a way of saving them for such a purpose. Why having to export, necessarily, the objects to other apps for npr rendering... given that the actual working views in the app are so clear. I do not know how easy is to insert such an ability to Moi but it is something that should be mentioned. The viewing styles (with slightly seen back lines or without the back lines, with various colors etc) are almost perfect for putting them to print (for explanatory diagrams and illustrations in brochures, posters etc), so why not thinking about such a feature...
From: Michael Gibson
26 Jan 2018   [#12] In reply to [#11]
Hi Dimitri, you can currently use either .ai or .pdf format export to generate printing output.

That's the main way to do it since it generates 2d vectors.

It is also possible to set up a shortcut key that will do a screenshot, but that will only generate a bitmap. If you want to give that a try though you can find info on it here: http://moi3d.com/forum/index.php?webtag=MOI&msg=1049.5

- Michael
From: Rainydaylover (DIMITRI)
26 Jan 2018   [#13]
I do know about those ways Michael, I just mentioned the possibility of having a direct way of acquiring bitmaps in high resolution. It was a thought for a possible new feature in v.4. Just wanted to mention it. Thanks for your answer, however. : - )
From: Michael Gibson
26 Jan 2018   [#14] In reply to [#13]
Hi Dimitri,

> I just mentioned the possibility of having a direct way of acquiring bitmaps in high resolution.

Ok, but the way described above where you push a shortcut key and then a bitmap is generated and put into the clipboard is about as direct as it can get.

Could you maybe describe a little bit more details about what you want that's different from that?

Is it that you want to save it to an image file on disk when you take the snapshot instead of putting it in the clipboard? If so then use this method: http://moi3d.com/forum/index.php?webtag=MOI&msg=7542.2

- Michael
From: mkdm
26 Jan 2018   [#15] In reply to [#13]
Hi DIMITRI.

What you ask is already feasible in V3, but I assume that the same method works also in V4.

Is is very simple and I use it a lot in order to create high-resolution image composition.

What actually Mois miss is the chance to capture the viewport without the background, that is with the background transparent.
Ok, you can always do some "selection" and "masking" stuff in the image composition software (Affinity Photo or any other ) but it could be
better if Moi could make the capture without the background.

Anyway...this is the way I use. I have modified an old script made by someone long time ago (I don't remember who made it) :

1) I have this bunch of JS code placed into a custom Panel, but you can attach it whenever you want :

code:
<script type="text/javascript" >
	function gfx(w, h, button, shiftkey, ctrlkey, altKey)
	{		
		var v = moi.ui.getLastClickedViewport();
		if (!v) { v = moi.ui.mainWindow.viewpanel.getViewport('3D'); }
		
		var curGridDisplay = moi.grid.display;
		var curshowXYAxes = moi.grid.showXYAxes;
		var curshowAxisIcon = moi.view.showAxisIcon;
		var cursshowViewTitles = moi.view.showViewTitles;
		var curlineWidth = moi.view.lineWidth;
		var curmeshAngle = moi.view.meshAngle;
		var curshowHiddenLines = moi.view.showHiddenLines;
		var curlightingStyle = moi.view.lightingStyle;
		var curviewportBackgroundColor = moi.view.viewportBackgroundColor;
		
		var m = (ctrlkey)?1.5:1;
		if (shiftkey) {w = w*m*2; h = h*m*2;}		
		
		moi.grid.display = (button === 2 )?false:true;
		moi.grid.showXYAxes = false;
		moi.view.showHiddenLines = false;
		moi.view.showAxisIcon = false;
		moi.view.showViewTitles = false;		
		//moi.view.viewportBackgroundColor = 0xFFFFFF;
		
		if (altKey) {
			w = w*2; h = h*2;
		}
		
		v.renderToClipboard(w, h);
				
		moi.view.lineWidth = curlineWidth;
		moi.grid.display = curGridDisplay;
		moi.view.meshAngle = curmeshAngle;
		moi.grid.showXYAxes = curshowXYAxes;
		moi.view.showHiddenLines = curshowHiddenLines;	
		moi.view.showAxisIcon = curshowAxisIcon;
		moi.view.showViewTitles = cursshowViewTitles;
		moi.view.viewportBackgroundColor = curviewportBackgroundColor;
		
		var msg = "Rendered To clipboard";
		
		alert(msg);
	}	
</script>


2) I launch the code actually in this way (pressing a UI button)

code:
<moi:CommandButton onbuttonclick="gfx(1600,1200, event.button, event.shiftKey, event.ctrlKey, event.altKey);">CAPTURE</moi:CommandButton>


1600 is my default capture width
1200 is my default capture height

The capture work in this way :

0) The script will capture the last clicked viewport or the 3D viewport if there isn't any last clicked viewport

1) If you press the button with ONLY the LMB then the capture will be 1600x1200
2) If you press the button also keeping the CTRL key pressed then capture resolution will be multiplied by 1.5
3) If you press the button also keeping the SHIFT key pressed then capture resolution will be multiplied by 2
4) If you press the button also keeping the ALT key pressed then capture resolution will be multiplied by 2 again

So :
LMB alone = 1600 x 1200
LMB + CTRL = 2400 x 1800
LMB + SHIFT = 3200 x 2400
LMB + ALT = 3200 x 2400
LMB + CTRL + SHIFT = 4800 x 3600
LMB + CTRL + ALT = 4800 x 3600
LMB + SHIFT + ALT = 6400 x 4800
LMB + CTRL + SHIFT + ALT = 9600 x 7200

The image will be rendered to clipboard.

If you press the RMB instead of LMB then the capture will EXCLUDE the viewport grid.

if you want you can change the background color of the viewport by deleting the comment to this line :
"//moi.view.viewportBackgroundColor = 0xFFFFFF;" where FFFFFF is the Hex color.


Ciao!

Marco (mkdm)
From: mkdm
26 Jan 2018   [#16] In reply to [#13]
Check this demo video :

http://take.ms/GGpPR

Ciao!
From: Frenchy Pilou (PILOU)
26 Jan 2018   [#17]
Mondrian video! ;)
From: mkdm
26 Jan 2018   [#18] In reply to [#17]
Et voilĂ ...


From: Metin Seven (METINSEVEN)
27 Jan 2018   [#19]
L'essence! :D
From: Rainydaylover (DIMITRI)
27 Jan 2018   [#20]
Michael I supposed that the bitmap capture would be restricted to the size of the monitor resolution (a small resolution for a poster printing). But now reading Marco's post I see that there is another way of dealing with the whole matter. Will see what can be done and come again here to report what happened. Special thanks to Marco for his so detailed answer!

And not to forget: how do we install such scripts in Moi? Any guide somewhere?

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