V3 beta Aug-24-2011 available now
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 From:  Michael Gibson
4438.89 In reply to 4438.88 
Hi Luis,

> how about an area selection that lets you choose which way to
> move depending on what you want to weld. (i.e. pick a base or
> point as an anchor and shift the selected points to that location?) <...>

I'm not sure if I understand properly, but if you want to be able to zoom in to a particular point using snaps to set the point to zoom to, there is a "Zoom Area" tool available in the toolbar that's at the bottom of each viewport which will do that:



- Michael
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 From:  Luis (LFUNG)
4438.90 In reply to 4438.89 
Maybe the wording didn't quite work this time.

I meant being able to select some points around an area (the same way the you can area select points when "show points" is on) and then from that selection choose the point to which all other selected points automatically snap to without having to move each point to that particular selected snap point or anchor. Let me know if that makes more sense.

--Luis
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 From:  Luis (LFUNG)
4438.91 In reply to 4438.90 
hmmm...maybe I should say collapse to instead....
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 From:  SteveMacc (STEVEH)
4438.92 
You don't want to do that with Nurbs modelling. You will end up with distorted surfaces. Best to just delete the points you don't need.
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 From:  Michael Gibson
4438.93 In reply to 4438.90 
Hi Luis, right now you can use the Align tool a couple of times to do that - Align will line up one dimension (like horizontal or vertical in the viewport you are using) to the specific point that you pick.

I do plan on adding in some more tools for point editing in the future though, and some method to set all selected points to one value would probably be a part of that.

It is not good to collapse points on the same curve down to each other though.

- Michael
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 From:  Luis (LFUNG)
4438.94 In reply to 4438.93 
agreed, I was focusing more on snapping multiple end points from different curves to one location with a simple command rather than having to do it one by one or using the align tool multiple times. But alas, it can be done with a simple align tool like Michael says...

I would find it quite useful though if there was a way to tell if two or more curves actually cross through a common point such that in case of a curve adjustments any separation would be visible. Obviously, a tool that catches and fixes those gaps during curve control point adjustments would be of even greater use. I don't quite know how to do that yet in Moi...but it kinda goes along with the welding question...

-Luis
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 From:  Michael Gibson
4438.95 In reply to 4438.94 
Hi Luis, also in the future I think I'm going to adjust the way the Transform > Align command works when only control points are selected.

The regular options for stuff like left-side / center / right-side don't really do anything different for points so I could do something like simplify the options to just horizontal and vertical and then that would make it easier to also put in a "collapse" option for it as well.

re: Weld - welding curves in MoI is handled by the Join command, it can join 2 curves that touch at a common end into a longer curve made up of multiple segments. But it's focused more on making closed curves which is why it only tries to join 2 curves at any one endpoint together. Joining 3 or more curves makes for a type of branching structure and not just a simple closed curve.

At some point in the future I'd like to make it possible for a history function to work for making more easily editable branched structures, but that's probably quite a ways out.

- Michael
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 From:  Luis (LFUNG)
4438.96 In reply to 4438.95 
Hi,

i know this is probably more of a mathematical problem than not, but it would be awesome if you there was a way to have "on-curve" anchored snap points such that any other curve that attaches to it must pass through that point no matter what adjustments are made made afterwards (kinda like linking points on curves).

Usually if I draw a curve through points and leave it alone it works wonderfully, but any time control points are adjusted on that curve there is a likely chance that it no longer touches upon the original set of points and/or snaps used to create it.

Obviously this may affect surrounding control points to account for the "must pass-through point" requirement, but this would ensure they always touch or intersect at the desired location.

Do you think there's is such a possibility? or is there a way to do this currently?

Thanks,

Luis
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 From:  ed17 (ED17ES)
4438.97 
What about an "align to curve" command, that can give a lot more flexibility!
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 From:  Michael Gibson
4438.98 In reply to 4438.96 
Hi Luis,

> Do you think there's is such a possibility? or is there a
> way to do this currently?

There is no way to do that currently, but in the future I do want to make it possible to edit the original "through points" when you turn on edit points for a curve that was constructed by that method.

I'm kind of waiting to get an extended object properties dialog together before having that, I can then put an option on that dialog that will let you control some aspects of what points are actually shown when you show edit points (either the actual curve control points, or the actual input points), and also modify some things like how many points are used for circles.

- Michael
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 From:  Jim (JIMBO991)
4438.99 
Relatively new to MoI but find it very nice to use and powerful.

I've been flowing objects onto curved surfaces and then using diff to subtract but this does not always work correctly in V3. V3 often removes unintended bits of the base object and can leave a very weird looking result.

To get around this I've been importing the model into V2 and then the diff works as expected.

Cheers - Jim
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 From:  Michael Gibson
4438.100 In reply to 4438.99 
Hi Jim, do you have some example files with the problematic booleans that you could post here or e-mail to me at moi@moi3d.com so I could check them out?

One thing that can help is to avoid making a flow where the deformed result just barely skims right along some overlapping surface area on the target object, make the cutting object sunken down a little bit into the base plane so that it pushes some distance through the other object rather than just barely skimming it.

- Michael
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 From:  Jim (JIMBO991)
4438.101 In reply to 4438.100 
Hi Michael, I've tried with my latest model and that works fine in V3 and have also tried to go back to what I thought I did but haven't managed to get it to fail again.

Come to think of it the subtracted objects would have been very close to at least one surface so I expect your comment could explain what went wrong.

In future I'll keep the files for you.

Cheers - Jim
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