Michael's Plasticity rants
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 From:  Frenchy Pilou (PILOU)
11865.35 
Un slogan du siècle dernier disait : sa qualité fait sa publicité!

A slogan from the last century said: its quality is its publicty!

;)
---
Pilou
Is beautiful that please without concept!
My Moi French Site
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 From:  PaQ
11865.36 In reply to 11865.34 
I’m not so sure about that. A nice website might help increase the number of trial downloads, but converting those downloads into sales is more complicated than that. I don't think people will blindly buy software without evaluating the learning curve first, and I guess these days the first reflex is watching youtube content. (But ... it's not my field so). Sadly there isn't much recent content, and when there is, you always have a moron suggesting to use Plasticity.

For me, coming from MoI, the 'only' things that Plasticity do better is surfacing, and the Parasolid kernel makes fillet job insanely easy (the patch function is also very neat). Sure as Michael point out, we start to see scenario where ACIS shows his power too, but overall the simple conic mode is amazingly fast and permissive. But for almost everything else, I wish Plasticity was a real MoI clone, but obviously (and hopefully) it isn't.

For people coming from poly modeling, trying to make hard surface assets and the like, those "easy fillet" makes a whole difference compared to 'old (pre-ACIS)' MoI. I know for a fact it was always the friction point when I showcased MoI to co worker (game industry). Gosh those guys like round fillets everywhere like if everything was made with surface subdivision, even if they are work around like round edge shader.

That said I'm talking from a very niche industry, but looking at the thousands of guns posted in Plasticity discord, it does seems representative of the current usage ... (and usually the problematic part is when it's time to model the handle ...)

edit : that github clone is indeed pretty lame, looks like there is a good bunch of miss behaviour that generate this ranting thread !

EDITED: 20 Dec by PAQ

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 From:  Michael Gibson
11865.37 In reply to 11865.34 
Hi OSTexo,

re:
> It's very difficult for hype and incorrect information to take hold when the accurate story
> is made available front and center.

I think you're right. It's generally a weak area for me. I have great disdain for marketing exaggerations, I like it when people investigate things directly themselves.

But that would be a good area for me to focus on sometime next year.

Thanks, - Michael
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 From:  PaQ
11865.38 In reply to 11865.37 
jeez I usually have to fight to get a 5 lines of VEX (C) working in Houdini, but indeed those models generate .html like it's nothing.
(I just asked for a generic site for MOI3D :O))
Attachments:

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 From:  OSTexo
11865.39 
Hello,

I doubt you're as weak in that area as you think you are. Apply the same UX/HID principles you use in designing MoI as designing your site. I've done UX/HID on physical and digital product for years and was always hesitant to do the web related stuff until I realized a great effective website is a simplified UX exercise.

You've already done the heavy lift, time to tell people about it.
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 From:  BurrMan
11865.40 
I actually like the MoI3d website. ESPECIALLY the forum. I pretty much browse it every day and follow and read through every thread (Except the spam of course)

On my desktop, phone and random devices through the day

If it was one of those "one page websites" like PaQ posted a sample of, I could never make heads or tails of what might be different or changing daily...

Ther site itself? It has all the info. Massive tutorials also. Gallery. And of course, leading into this forum where pretty much REAL TIME communication and Q&A with the actual developer... Priceless!
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