How to use MOI
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 From:  Bobo (SLOBODAN)
324.1 
Hi guys,

I'm new to free from modeling. I do work in Solidworks and Inventor. I have been playing with MOI for a week now and I just can't figure it out.
Is there somewhere I can find some tutorials or is there someone who can show me couple of tricks to get me started.
MOI is NURBS modeler, right?? I'm new to NURBS modeling so that might be a reason why.
I can extrude objects, trim lines, sometimes I can add a point sometimes I can't.
I hope I'm not too demanding here :)

Thanks in advance,

Slobodan
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 From:  Darktiger
324.2 In reply to 324.1 
Perhaps you could be more specific on what you are trying to do with the software. I have been playing with it for a few weeks and am getting somewhat tuned in to the software. If you want to create complex organic looking shapes, create them with the loft (connects free form curves with skin) and sweep (extrudes a profile created using a free form curve) functions and then adjust the points till you are happy. The key is to place free form curves in a line and connect them together or sweep them along a path. Everything else is transforming and adjusting points. Attached is a really quick start on a space ship that I am modeling.
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 From:  Bobo (SLOBODAN)
324.3 
Hi there,

Well, I have seen people creating rims, cameras, etc.. and that's what am I trying to do. I love the way software feels and looks but I can't produce anything useful.
I'm new in this type of modeling so that must be a reason why.

Thanks for your help.

Slobodan
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 From:  Frenchy Pilou (PILOU)
324.4 
Look here
some little tricks :)
http://206.145.80.239/zbc/showthread.php?t=38585&page=4&pp=15
Hope this help!
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 From:  Bobo (SLOBODAN)
324.5 
Thanks,
That helped a lot.


Slobodan
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 From:  Michael Gibson
324.6 In reply to 324.5 
Hi Slobodan here are a couple of other tutorials:

A great alarm clock tutorial by Steph3d (it loads rather slowly, let it wait for a while): http://tutoriels.steph3d.net/MoI/Reveil/

Church tutorial by Steph3d: http://forum.steph3d.net/index.php?topic=186.0

Ring tutorial by Jesse Kaufman: http://moi3d.com/forum/index.php?webtag=MOI&msg=284.1

Another thing you can do is search for Rhino tutorials on the web. This won't be exactly the same as MoI, but the general NURBS modeling principles are the same, so that could be helpful.


If you're getting confused or stuck on a particular operation, please post an example .3dm model here - that will help to figure out what part isn't working. It's also a bit easier to help you with a particular model if you post some example images or partial models of what you are trying to do.

Some proper documentation for MoI is currently in progress, so that will help out when it is ready, it will still be a bit of time before it is ready though.

- Michael
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 From:  Bobo (SLOBODAN)
324.7 
Thanks everybody for the replies. That helped me a lot. I was totally confuse about how to start modeling in MOI.
Thanks Michael, it looks like a great program you are developing here.

How about my first question then:

How do I make a fillet on the sharp edge of these two surfaces???
I did go fillet, selected both surfaces or selected them and then click fillet, I enter the radius of .2 and nothing happens. I assume nothing happens because program can't produce it given parameters I entered so I'm wondering how do I go about doing that right way??

Thanks,

Slobodan
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 From:  Frenchy Pilou (PILOU)
324.8 In reply to 324.7 
Why not link your File in 3dm format?
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 From:  Bobo (SLOBODAN)
324.9 
sorry , here it is.
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 From:  Frenchy Pilou (PILOU)
324.10 In reply to 324.9 

So Just isolate that you want et voila :)
I found that just in very speedy way with "trim"& "move" & "Booelan union", maybe there another trick:)
Just repast after!
But that works fine :)

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 From:  Bobo (SLOBODAN)
324.11 
Hi Pilou,

That's exactly what am I trying to do but in the concept of whole thing.
I'm not sure how you achieved that.
Did you delete all the other parts and only left those particular surfaces or something else.
I'm trying to do it but with no success so far.

Thanks,

Slobodan
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 From:  Bobo (SLOBODAN)
324.12 
I managed to do it.

I had to separate everything first,
Join surfaces that will share fillet, and then apply fillet.
But now there is another problem. Look at the picture. Also, it looks like the oval surface it's not perfectly around but edgy.
When I try to blend to surfaces, it crashes MOI.
I apologize for so many questions, just trying to learn here.

Thanks,

Slobodan
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 From:  Frenchy Pilou (PILOU)
324.13 In reply to 324.11 

Not delete something else you will obtain nothing :D
Make Copy Move first :)
Delete that you dont Want
Join some surface and curves
Make your Fillet
Repast the moved object :)

Ps If that crashed send the Report Crash to Michael !

So you must have your "Curves end" Vertical at the good place so redraw a little your form for an Harmonious form :)

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 From:  Bobo (SLOBODAN)
324.14 
Well, I'm still struggling with this.

I know what you suggested Pilou but fillet doesn't end correctly, I'm not sure why.
Do you know??

Thanks a bunch,

Slobodan
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 From:  Frenchy Pilou (PILOU)
324.15 In reply to 324.14 
Maybe a fillet can't works on a "flat" line frontier without surface on the other side :)
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 From:  Bobo (SLOBODAN)
324.16 
Can anybody try to recreate this since it's driving me nuts and I won't be able to sleep. :( :(
Is it even posible to do it??

Thanks,

Slobodan
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 From:  Michael Gibson
324.17 In reply to 324.16 
Hi Slobodan, I'm taking a look at it now, sorry I didn't check in earlier.
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 From:  Michael Gibson
324.18 In reply to 324.16 
Just a couple of quick tips off the top of my head (I have't dug into your model too deep yet) - it looks like you're getting the hang of it!

After you create a surface from some curves, you probably should hide the curves, or possibly save them off to another file and delete them. The reason why is that curves have a priority in selection over surfaces (since otherwise they would be very difficult to select if you could only select them by clicking exactly on them). This means that for stuff like fillets, it is pretty easy to accidentally select one of your old input curves instead of a surface edge, which will produce a different result. This was probably a confusing issue.

Another thing is that sometimes it is good to work in surfaces, and then sometimes it is good to join surfaces together into solids and then do operations on joined edges.

If you are in a detailed area that where you are having difficulty, then that is generally where you will want to revert to separate surfaces. This is one area of flexibility that is nice in a NURBS modeler as compared to a solid modeler like SolidWorks/Inventor - in a NURBS modeler you can work on one surface at a time and join them together into a solid later on.

On the other hand, you will find that solid modelers like SolidWorks and Inventor have stronger automatic operations in several areas, especially filleting and shelling - they will be able to calculate a lot of types of fillets that MoI will fail on. But when they fail you are kind of out of luck...

Anyway that's just some generic advice and thoughts, I'll still take a look at your specific thing here.

- Michael
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 From:  Michael Gibson
324.19 In reply to 324.18 
One other tip - you can also do a fillet by select a face of a model, and it will fillet all the edges of that face. So for instance in this case for your fillet you can select just the top face and do fillet, you don't have to select individual edges for these types.

I kind of see what your problem is, when you fillet the sort of "sub-assembly" of just those few surfaces, it doesn't know how far on the side to trim the fillet back so you get a hole there.. Still looking into it.
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 From:  Michael Gibson
324.20 In reply to 324.19 
Ok, so one reason why blend goes crazy there is that the filleter did not do a good job of trimming the fillet piece back. If you zoom in very closely (using the Area zoom) on the bottom-left corner of that hole, you will see that the edge curve is a zig-zaggy mess which looks like this:



So that's not good! There are some cases like this where things come to a point at a shared tangent that are not handled very well, it is a difficult area of calculation.

However, the fillet surface itself is fine, it is just the trimming curves on it that are messed up. So here is how to salvage it - isolate just the fillet surface (separate the model and hide everything else). Now select the 4 edges of the fillet surface and hit delete - this will remove the trim curves from the surface and expose just the entire underlying surface.

Sometimes it is useful to get a kind of "preview peek" at the underlying surface without having to untrim by turning on control points, you can see the extent of the surface by its control point grid, and also if it looks clean or looks messy. Note that you have to have an isolated individual surface to turn on its control points.


Ok, now at this point you have this: (view from the back so the gap is clear)

The fillet has to be trimmed back now, and it has to be at the last place where it touches the upper surface. To do this, we will draw a line - here is a view from underneath - snap on to the intersection between the edge curves at the top, and then you will get a perp/perp snap for the bottom:




Now you can trim the fillet with that line. Since the line is not on the fillet, it will get sucked down on to the fillet surface by pushing the line towards the closest point of the surface, which will work fine for this case. Discard the portion to the left and you are left with this: (view back on the other side now)

This is now a cleaner hole to fill. One way to fill it is to join the surfaces together (which will also split up edges where things are touching), and then do a 2 rail sweep (use the short curves as the profiles, the longer curves as rails):

Ok, so there you go, simple huh! :) Just kidding - it seems like you happened to pick a fairly difficult model even though it seems initially like it should be easy. Things that disappear into sharp points like that tend to be a problem area for rounding/blending.

But actually this served as a good tutorial on what you can do when things go wrong though! So that part was good. :)

I think that a lot of your problems would have been avoided if the filleter would have trimmed the fillet piece off straight down from that intersection (like the line I drew above) instead of trying to sort of slice it at an angle. Maybe in the future I will be able to figure out some way to set it to do this so that it will give you a cleaner piece to deal with right off the bat there, that would have helped a lot in this case.

Please let me know if you need any additional clarification about any one of these steps.

- Michael

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