That looks so great! It is very similar to what I am trying to achieve with the node editor random building generator that James has so kindly put together. There are some great examples here. I'm fascinated by the amount of traction Blender is starting to generate. It seems like it's becoming quite a serious contender for some of the bigger software companies, even with their software being "industry standard". I definitely need to learn a bit more Blender, but I just love the smooth simplicity of MoI. It's such a pleasure to work with.
Fluent 1.5 Power Trip , a unique addon for hard surface modeling and much more (thanks to Rudy an amazing french developer).
Fluent does not offer a compilation of tools but a global workflow to help you in your hard surface modeling and realizations.
This global vision allows the creation of smart tools. Make cuts, add plates, cables, pipes, grids and fabric panels (Quad Remesher or Instant Remesh needed for the cloth panel).
But above all, finalize your model with tools to fix errors generated by Boolean operations.
Hi MoI3d people,
am new here, MoI is a great program! My main usecase is currently to get STEP files from subd models built in Blender. But I also want to use it for adding round features in mesh models (like fillets) - all cases where mesh representation isn't optimal.
Found this nice plugin that allows to get models from Blender into MoI and the other way around with one (well, two) click(s): https://github.com/TitusLVR/BMOI_Connector
Both directions work well for for me on first sight. But for some reason I cannot edit the imported mesh in MoI, clicking on "Show pts" does nothing. If I use the function on geometry that I have built inside MoI from scratch then it works without problems. Which preconditions does a mesh have to fulfill that I can edit it ('s points) in MoI?
Hi Nan, re: transfer models from blender to MoI - if you have a sub-d model in Blender then that plugin you found won't be the best way to transfer. It was written before there was a sub-d conversion mechanism built into MoI which is new in MoI version 4.
Instead what you should do is export your base level sub-d control cage in Blender out to an .obj file and then in MoI use the SubD > Create > From File command to import the sub-d cage which will generate a smooth NURBS surface result from the limit surface.
re: Show points - in MoI you can only use "Show pts" on joined surfaces on certain cases - where the control points of the "underlying surfaces" for each face align with each other.
If surfaces are joined at an edge that is an arbitrary trim edge rather than a natural edge of the underlying surface then you can't turn on points because it would be too easy to open up a hole in the object.
You can always turn on control points on an individual surface though, so you can use Edit > Separate on an object to break it into individual separate surfaces and then use show points on those.
In general surface control point editing is not a focus area for MoI. MoI is more focused on construction of shapes from 2D profile curves. If you want to form pieces by editing surface control points like you would do in Blender, it's better do that work inside Blender on a sub-d model and then bring the sub-d model into MoI and not try to do surface control point sculpting type work inside MoI where it's a limited area.