I'm watching this video: https://www.youtube.com/watch?v=OaaxviczPh0
Is it possible in moi adding geometry so easily for subd? Select and drag, select and drag again, and so on to add.
Hi Marco, currently MoI is not focused on doing sub-d modeling inside of it. It is something that I want to work on in the future.
MoI v4 does support importing a sub-d object and converting it to a NURBS model to use for further modeling operations. That's done in v4 under SubD > Create > "From file".
It is intended that you would do the actual sub-d modeling in a separate polygon modeling app (like Silo, Modo, Blender, etc...) and not directly inside MoI.
Of course yes you split your face/volume by Ssplit (my shortcut is P) E for Extrude K for Ssubdivide
B= Ssbridge S= Sscale K = Subdivide (_subdiv_beta9)
So like this
Select your Edge Press P (position as you want)
Select your Edge Right Click (position as you want)
Select your Face Right Click (position as you want)
Select your Face (if not external) Press E
Select 2 faces Press B
Select All
Show Points
Select your points Press S (Move them as you want)
etc...
press K for see temporary SUbdivide
Excape
Select your Edge Press P (position as you want)
etc...
When you can't easily select a little face : take a temporary bigger one select faces you want then deselect the bigger one if necessary
Put them inside the commands folder and make a shortcut as usual
or less easily Press Tab and write their names (with or not capital anywhere you want but without space)
so _sbridge, _sBridge, _SBridge, _sbridgE etc...are valide !
Don't forget for those that like the "SubDiv" workflow, there is "SubDivClassic"..
This one allows you to catmull clark (Or a simple planar dice) something like a starting MoI box (A common starting point)..
This allows you to have the catmull clark object with points still on, for some point pulling. Or some further extrudes, before you SubDiv the object...
Hi Frenchy,
Well, yes. The SubDivClassic is a way to develop a starting "Cage" in MoI. With a single catmull clark, notice the points are active. You can also manipulate those faces.
Basically, in old school, the program always started with a box and did that, and appied some amount of "Smoothing" to the cage. Programs like "Hexagon" started to do this in "Real time", so you worked on the smoothed object.
I would imagine someone could combine this in the node editor and basically create that workflow.
Max's SsPlit and Bridge are supplemental to the cage, for granular dicing...