V3 beta Sep-1-2012 (Win/Mac) available now
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 From:  kevjon
5365.33 In reply to 5365.31 
> still waiting on these continuity options

Me to, this is the single feature I'm looking forward to seeing in MoI the most.
~Kevin~
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 From:  Mike K4ICY (MAJIKMIKE)
5365.34 In reply to 5365.32 
Well, if there's any positive reassurance about implementing features like continuity, is that Michael is a master at perfecting and carefully weighing the finer points of his programming. If it's going to suck, he's going to let us know why, no loss. If he can work it... MoI just gets better!

"Surface Continuity" is sure to be a complex science in of itself - but I would first settle for at least the ability to "Tangent" surface edge coincidences. Even if the resultant surfaces look a little lumpy, at least we can get rig of those seams.
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 From:  PaQ
5365.35 In reply to 5365.1 
Hi Michael,

Thanks a lot for the update.

I'm not sure I really understand the network fitting mode,

On the example here, every mode seems to give the same result in the surface complexity.



... do you have any visual example/result when using those modes ?

EDITED: 3 Dec 2015 by PAQ

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 From:  Michael Gibson
5365.36 In reply to 5365.35 
Hi PaQ - that's a bug - the case of an only 3 or 4 sided network with no interior sections is handled by a special case and doesn't currently get the new options applied to it at all.

I'll update that for the next release. Currently if you stick in a middle curve in there in either direction then the new options should work.

Use Construct > Curve > Iso to quickly plop in a curve in the middle of that surface you got there, then redo the network including the middle curve.

- Michael
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 From:  TpwUK
5365.37 In reply to 5365.36 
Oh cool Michael, I have been missing that form of network structure, it is a must have for me. Thanks !!

Martin
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 From:  Mike K4ICY (MAJIKMIKE)
5365.38 In reply to 5365.36 
Well that explains why I wasn't able to tell the difference!

...kinda like telling the difference between Unleaded, Plus, and Super...

So the higher the definition or number of points, the more well defined the surface is. The less the definition, the fewer control points are used to define the surface, but the more abstract it becomes.

Very useful if you like going in and moving control points to add bumps or features.
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 From:  Michael Gibson
5365.39 In reply to 5365.38 
Hi Mike,

> So the higher the definition or number of points, the more well defined the surface is. The less the definition,
> the fewer control points are used to define the surface, but the more abstract it becomes.

Yup, that's a good way to put it!

Fewer points will make a lighter surface with less details (and less potential for bumps so lighter tends to be inherently smoother) in it, but one that does not stick as accurately to the input curves.

A higher tolerance or point count will make a denser surface that will conform more accurately to the input curves but also with a more complex surface there is usually more of a chance for bumps.

There was also a bug that I fixed separate from that tolerance adjusting stuff where the wrong knot vector was being used in some places in the Network surface generation, and that was causing some additional bumps getting created in some cases as well.

- Michael
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 From:  Rich_Art
5365.40 In reply to 5365.39 
Hi Michael,

I don't know if this is a bug or not but see attached video capture.
After I create a loft and I want to draw a cylinder solid, Moi will start to hang/slow down. I can't draw the cylinder anymore. It freezes constantly ..
Can somebody reproduce this? I only have this with the beta version....

Peace,
Rich_Art. ;-)

EDIT: Mmmm strange I have it with V2 as well....
Attachments:

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 From:  Rich_Art
5365.41 In reply to 5365.40 
Found the problem... LoL
Just set the Nvidia driver to let the application choose the 3D settings instead of the drivers...
Now things are back to normal..


Peace,
Rich_Art. ;-)

| C4DLounge.eu | Our Dutch/Belgium C4D forum. |
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 From:  PaQ
5365.42 
Hi Michael,

I understand, thanks for the tips !

Just an wake-up idea about the iso curve command :

Actually the command work like this :

Fire the iso command, select a face, chose the U, V, or UV option, draw the iso curve.

The problem is that there is no real feedback to predict where is the U and where is the V curve.

Would be great if maybe the command can also work this way :

Select a boundary curve of a surface, fire the iso curve command, an iso curve is created according to the selection (see image).




Just a idea of course, I have not check all the side effect problems from this system. (it just copy the 'edge slide' command from poly modeler software).

EDITED: 3 Dec 2015 by PAQ

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 From:  Frenchy Pilou (PILOU)
5365.43 In reply to 5365.42 
But what happend with any surface ?
What edge choose ? ;)

---
Pilou
Is beautiful that please without concept!
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 From:  Michael Gibson
5365.44 In reply to 5365.40 
Hi Rich_Art, yeah if anti-aliasing is forced on at the driver level it will interfere with MoI's operation, especially for selection.

So for MoI that needs to be set to "application controlled" in order for it not to interfere with MoI.

- Michael
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 From:  Michael Gibson
5365.45 In reply to 5365.42 
Hi PaQ, yeah the problem is like Pilou shows there, that any particular edge on a surface does not necessarily align in any special way to the isocurve directions.

Here's another example - here is a trimmed plane, you can see the edges are swooping around all over the place:




Yet isocurves from that face come from the "underlying surface" and so are straight lines like so:




You can see there that in the general case there is not really any relation from an edge to one particular isocurve direction, it's only in a special case of an "untrimmed surface" (or an actual isocurve trim) that a selected edge actually maps to one particular isocurve direction.

Something like an "edge slide" I guess would be a somewhat different operation than isocurve generation - maybe something more like offsetting a curve on a surface.

- Michael

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 From:  PaQ
5365.46 In reply to 5365.45 
Ho I see, indeed it doesnt really work on this kind of surface.

Thanks for the visual examples !
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 From:  Rich_Art
5365.47 In reply to 5365.44 
[QUOTE]Hi Rich_Art, yeah if anti-aliasing is forced on at the driver level it will interfere with MoI's operation, especially for selection.
So for MoI that needs to be set to "application controlled" in order for it not to interfere with MoI.[\QUOTE]

Thanks Michael... Works like a charm.....


Peace,
Rich_Art. ;-)

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 From:  gamisia
5365.48 In reply to 5365.1 
the geometry library was updated to SOLIDS++ 7.0?

EDITED: 12 Sep 2012 by GAMISIA

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 From:  Michael Gibson
5365.49 In reply to 5365.48 
Hi gamisia

> the geometry library was updated to SOLIDS++ 7.0?

It's officially version 6.2 , it's the most current one that they have released.

- Michael
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 From:  shane (SHANE_W)
5365.50 
Step import from Solidworks is much improved!

-Shane
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