Hi Michael!
Since I'm new to MoI, please allow me to contribute my five cents... or ten.
First off, I'm so enamored with MoI and it's simple but powerful interface, I prefer to model in it exclusively. I'll use Sketchup for basic scene layout and some rendering, but now (for modeling) it seems clunky and scratchy (no anti-aliasing). Not to mention, slow and riddled with problems. ...but I'm preaching to the choir.
With that, my 30-day trial has ended and I'm using the "no-save" version until Christmas.
Yes, MoI has official become (in the immortal words of Jean Shepherd's Ralphie): my "Red Ryder carbine-action, two hundred shot Range Model air rifle with a compass in the stock and a thingy which tells time".
At least I'll have time to concentrate on mastering the basics, such as feature tuning and modeling workflow.
Some of the features I really appreciate include: fantastically intuitive construction guides and snaps, the Boolean functions and my favorite - the Mesh tool.
For 17 years, I've used CorelDRAW! for design and layout occupationally, so I have a natural inclination to use NURBS, splines and Béziers. 3D design feels easy now.
For V3, I'll ask for some basic niceties that may be easier to consider:
1) Shearing - The 2D scaling and rotation handles are convenient. But I sure miss the ability to sheer or "skew" the selection vertically or horizontally. Maybe an addition to the Transform tools.
Rectangular objects would take on a parallelogram configuration.
To achieve this now, you can rotate the selection at a certain angle and scale it in one direction then rotate it back, but it is hard to manage the outcome.
2) Components - Active cloning, or the ability to copy a layer or group of objects and by changing any aspect of one, whether it be the content or the proportions the clones would follow suit.
Grouping has been asked for, but the layers feature does almost just as good a job of achieving object management.
But with a component or "clone" you could, for instance, make a bolt or handle like object, clone many copies of them, but be able to tweak them later without having to delete, reposition,
and start all over again. It's a little easier to do if they are compartmentalized.
3) Point Reduction - Primarily for curve paths, but could be applied to mesh surfaces. Often times a path is drawn and it would be nice to reduce the number of points that make it up.
The object here is to reduce the number of points in a curve while maintaining the original curve's basic shape, maybe even improving on it.
Corel does this automatically when you simply delete a selected cluster of points. Currently, when I delete a point on a curve it collapses into something I didn't want, and I have to
re-shape the curve. This point reduction curve integrity interpolation process could be applied to mesh surfaces as well.
The benefit to MoI use would be reduced model complexity.
4) Persistent Surface Editing - I would sure like to be able to go back to any mesh surface and edit the points. Many seem to become un-editable.
I would also like to edit any points on existing lines between two surfaces and alter the adjoining meshes simultaneously.
I believe that this has been brought up many times. And I do understand from reading other posts, that the point meshed become very convoluted and numerous, and there are "clip path" issues.
But it would be nice to go back and further tweak an organic shape.
5) Spiral Along Path - (Here's a fun one) I love the spiral tool. You can make spirals in any pitch and size that taper and even run flat.
So, to choose the dimensions, pick one point and then the second (in a straight line?). Good for making screws and spring.
What about telephone and microphone cords and flexi-tubing? How about cork-screw trajectories?
Could there be a check box or a button in the dialog to apply the spiral along any selected path? [Choose Path] > whole path or choose points on path...
Also. Could there be a logarithmic function or some setting that could change the pitch or exponent along the spiral. Or what I mean is, you could make Golden Mean spirals,
or springs that are closely spaced on one end then stretch out towards the other.
Here are some suggestions for the "just dreaming" list (just for fun and imagination):
1) Soft Selection - Does not have to be to the whole geometry as there are clipping issues and so forth. But, within the mesh itself. Especially if the mesh is a highly populated point grid, like some meshes.
If the soft selection worked inside of the mesh or inside of the curve then it would be easier for MoI to accomplish.
The area and movement of points does not have to be pre-defined by a diminishing radius, but by, either the points you have selected, or simply within the bounds of the mesh itself.
In the case of a soft selection within a curve, it would only effect the point in the curve or the points that have been initially selected. Thus, no effecting anything outside of the bounds
of the curve or mesh, and not the whole object set.
Corel (only as an example) does this with the "Rubber Band Tool". If I grab a selection of twenty points on a curve, the point I grab and move will move with the cursor,
and the remaining points move in lesser degree, with the end points in the selection or within the curve remaining fixed.
2) Piped Surface - Oh yes, like the one done with T-Splines. It may be easier instead, to be able to pick a set of curves, some intersecting or merging, and then an "Axial Extrusion" could be performed,
also blending the connections of the newly extruded axial pipes in a fillet fashion. It could be performed on box structures too - not like Sub-D, but some version of MoI's Shell that leaves
a silky smooth candy coating where you could make all kinds of organic structural framework. I can imagine making a frame out of clothes hangers and dipping them in liquid tape
a few hundred times and ending up with a useful organic shape.
3) Free Form Distortion & Tapering - The clipped surface issue was a problem from what I read. Perhaps there could be some type of surface-re-interpolation. You'd have more lines defining new areas,
but the mesh and it's points would be local enough to stand a chance being pushed around by an "envelope" without too many problems.
4) Surface Projection with Tangential Blending - Hard to describe: you have a circle hole in a curved surface and a smaller circle above it. You could blend the two with the shape blending into the
hole with a tangent. Like a super version of filleting. - NO WAIT - I think the Blend tool is supposed to do this, but all I get are the two line-up points and no blend lovin'... :-(
I wish MoI would tell me when something isn't going to work and nothing happens, like a red X or something... I think I read where you were tweaking the Blend tool.
5) ...and the thing that makes the mesh panels line up with curvature integrity that gets rid of the "panalized" look... though I'd throw that in the wish box. ;-)
But none the less - You've made a great product Michael, your attention to simplicity and detail shows. You're a one-man army.
Keep up the amazing work, and best of success in the V3 development stage.
Mike
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