Plasticity 3D vs. Moi 3D | Surface Modeling Comparison Closed
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 From:  pafurijaz
11089.10 In reply to 11089.9 
Thanks Anthony, however, there is one thing to say, even the development of Moi3D Rhinoceros are not comparable, because actually Plasticity uses a ready-made Geometric Kernel in which everything is already ready, developed for more than 40 years if we consider Romolus (1978), while Moi3D and Rhino have their own Kernel developed internally, by very few people.

The best minds of recent years have been employed to develop Parasolid and this is a very complicated gap to fill.
https://en.wikipedia.org/wiki/Parasolid

However, the developer was good at exploiting all this, not to mention the language used with which Plasticity is made, Tscript a super set of javascript instructions, another point that makes development faster, being a less complex language than C/C++

Greetings
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 From:  KENMO
11089.11 In reply to 11089.10 
I've tried the Plasticity trial and I much prefer Moi 3D. Plasticity has nothing like Moi 3D's network tool. There simply are more tools in Moi 3D. The only thing I like about Plasticity is it's filet and thicken commands. Plasticity also seems to be a lighter application. I also find it frustrating Plasticity only has right, back and top views, no left, front or bottom unlike Moi 3D.
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 From:  PaQ
11089.12 In reply to 11089.11 
They are many things in Plasticity that are somehow hidden, the search command can maybe help you to re-assign navigation shortcut.
Parasolid filleting is indeed impressive ... but ... is it really the right place to discuss about it ? :S

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 From:  WN
11089.13 In reply to 11089.11 
Hi KENMO.

Switching the view is linked to buttons 1, 3, 7 on the numeric keypad.
To view the opposite view, add ctrl to them.
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 From:  Death
11089.14 In reply to 11089.13 
Still need to switch though, aggravating...

Also can't click on most screen icons, or change dimensions via input AFTER the object is created.

Plasticity is a keyboard shortcut mess that makes modeling frustrating.

In MoI, I sit back and use the keyboard almost never, way better creative flow...
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 From:  PaQ
11089.15 In reply to 11089.14 
Yes at least MoI let you have both, very readable icons + text for newcomers, and the ability to full drive it with shortcut for more advance users. I'm more of a keyboard shortcut guy, so I don't have that much trouble to adapt.

What I miss really is the fact that Moi can run snippet code as shortcut, so you can add nice functionality with a single key, that can be contextual, or act like toggle function with boolean state etc. It's actually very advance for a non keyboard-centric application :O)

I think the quad view was one of the first question/FR I made indeed, because condemn the numerical keyboard for navigation view change is such a waste of keys. (I only use quad view in MoI as transitional state to "mouse over maximize" an other view). At the end I use the alt + middle click combo to change view orientation, no ideal but better than having 6 shortcuts. The sad thing is that even remapped, the numerical keyboard can't be use directly to type numeric value, you still have to type stuff like "D" (distance) + value ...

Plasticity is full of those odd controls, very irritating ... you often read "That's how it works in Blender". So after a while I gave up and just deal with it.
One of the last update prevent user to start multi session ... like ... wtf. I was hopping I could use multi session to deal with the lack object/group management, and for example copy paste model parts to focus on ( (even tho the clipboard copy dind't really worked) ... but nope. I'm just hoping it's not to deal with the "auto load last model" behaviour, because that's one the default feature that is coming from an other planet.

Other stuff like adding a sphere auto activate the boolean operation in subtraction mode ... apparently that's how it works in Shapr ? Have hard time to digest that one :P

Now I have to say that despite all that rough corners, the library used is so permissive that it's fun to use, and really fast (less time used to *fix* stuffs). I still have hard time to integrate some of the direct modelling functionality, because MoI did wired my brain, and I kinda forget that "freedom". But parasolid really shine for create insane large fillets, it's disgusting :P. However using Plasticity for surfacing is really not a good idea for now, even if the 2 viable tools (patch and loft) can help here and there.

EDITED: 13 May 2023 by PAQ

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 From:  BurrMan
11089.16 
“”””” Plasticity vs MoI””””””

Here’s my take.

Michael is a brilliant graphics student who created rhino as an enthusiastic yoot…

He created that behemoth long ago and has a compounded experience level with his entire dev-sales-lifecycle-market (insert your “what it’s really about” here)

He decided to move out on his own and “avoid all the pitfalls i created” with rhino, in his new “moment of inspiration”

He is currently succeeding!!

Nick is an intelligent kid. Full of enthusiasm. He decided to create his own product and chose some bad ass tools to do it.

It is currently in it’s infancy and has attracted users from enthusiast to advanced.

The comparison will come in 15 years when Nick can look back and ponder “rats… i should have not done that”. His product will be owned by someone else and his new project will be named “Aha!!3d”

Then 12 years into that Aha!!3d can be compared to MoI3D version 4…..

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 From:  pafurijaz
11089.17 
I don't like this type of post at all, also because we often talk superficially, without taking many factors into account, I have both applications and I use both as well as using FreeCAD, Blender and other various tools such as gCAD3d and FreeShip, each software has its strengths and its shortcomings, in Moi3D often, people do not know how to use it, because they do not know the basics of CAD, and this also happens with Plasticity, FreeCAD and Blender, I prefer this because it has this, or saying this sucks because it doesn't have this, is pretty corny.

Often there is the risk of making assessments on first impressions that are only the result of ignorance, and for this reason I suggest everyone to avoid making other posts with this type of topic because it is easy to fall into disputes that make no sense especially here on the Moi3D forum , I also have my favorite things in Plasticity, but Moi3D is an application that I can't do without for endless reasons, like for Blender and FreeCAD etc..
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 From:  PaQ
11089.18 In reply to 11089.17 
I agree, that's also why I took my time to actually learn and use Plasticity for a couple of weeks/months to have a better idea, as you can't really make your mind doodle 2 hours in it.

Talking about using 'both' I would so much love a clipboard copy functionality between the 2 softwares. I know there is hack somewhere that is using a temp file format, but it rely on a .stp and I hate that format, there is often stuff breaking during the "translation".
(.3dm would be a much better option, but Plasticity can only read it, not write :( )
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 From:  Marbleman
11089.19 In reply to 11089.16 
Nicely put Burrman!

I agree entirely with your viewpoint....
www.jameselliott.co.uk
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 From:  Death
11089.20 In reply to 11089.19 
Ditto!

Plus: pafurijaz

Who made you judge and jury? Don't partake if you don't like it, but you don't get to tell us what to think and say, sorry...

Plasticity's user interface is way too keyboard centric for me.

Once Michael updates to vers.5 with fillet problems resolved, there no reason for me to get anything else.

I can design my prototypes for 3d printing to exact scale in MoI, something that is tough to do in Plasticity.

Even worse, Plasticity displays the dimensions of a finished object, yet you can't change them via input,
making editing basically a "re-draw the object" item.

My 2 Cents worth...
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 From:  PaQ
11089.21 
It's a 1.0 release dude, what do you expect ?

I have never used that post scale editing function. Looks like it's a deal breaker for you, I understand that ... but that doesn't mean everything is "trash" ... or made by a kid with no experience that should come back in 15y from now so we could discuss :P
Time will tell how the interface will evolve, and if some back pedal is possible ... looks like there are plan to add radial menu, maybe that could help to smooth out the keyboard centric.

My first reaction when discovering Plasticity was "is this guy trying to clone MoI ?" ... but after using it, he's not :P like in some aspect I wish he would :O)

But yeah on both side I see miss information made by people who really didn't try one or the other more than 5mins, it's really odd ... but nothing new heh !

That said indie dev are pretty rare, wish we could work that out more peacefully :P

EDITED: 14 May 2023 by PAQ

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 From:  BurrMan
11089.22 In reply to 11089.21 
""""""""""or made by a kid with no experience that should come back in 15y from now so we could discuss """"""""""""""""

But it DOES and he IS!

The same way Michael was when he created Rhino3d....

So I agree with some others who mentioned they though this type of thread is shit.

I gave Nick "Kudo's". I equated him to MICHAEL (A huge compliment in My opinion)

And I didn't "Compare the 2 apps" either.

I pointed out my opinion about how and why the comparison is inappropriate. It actually does a disservice to NICK!

But others will just have to accept my opinion. Wont they.
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