Polygonal Converter.
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 From:  Max Smirnov (SMIRNOV)
6674.288 In reply to 6674.286 
Frenchy Pilou
>>but you don't answer me about an automatic selection
Forgot about this. Sorry :)
When you asked me I tried to do this, but I couldn't done it successfully :(
When MoI joins separated parts it changes ID's of the faces. So I can't find which faces are new created.
At the moment I know only way to do it: create a new style. assign it to a new faces. join surfaces. restore selection. revert styles.
It will work, but I don't like this method.
I think we should ask Michael about this :)
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 From:  Max Smirnov (SMIRNOV)
6674.289 In reply to 6674.287 
Hi Ed

>>Can you explain usage of the Repeat check box on the latest Split tool?
I can't explain because my script doesn't use it :)
added "norepeat noautolaunch" key to disable it.
script reuploaded.
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 From:  Frenchy Pilou (PILOU)
6674.290 In reply to 6674.288 
No problem :)
We shall make some clicks more! ;)
...and waiting some Michael's tricks :)

Ps I will start in a second the Last Max Plugins' versions! :)
http://moi3d.com/forum/index.php?webtag=MOI&msg=7320.1

EDITED: 28 Mar 2015 by PILOU

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 From:  Frenchy Pilou (PILOU)
6674.291 
In Plugin Subdivision what is the use of the View Control Points
as we can't select them! ?

---
Pilou
Is beautiful that please without concept!
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 From:  Michael Gibson
6674.292 In reply to 6674.288 
Hi Max,

> When MoI joins separated parts it changes ID's of the faces. So I can't find
> which faces are new created.

Yeah that's just basically how ID values work - they are basically tied to a specific version of an object. When an object is edited in any way, the new objects generated from that then have their own new ID values as well.

Maybe instead of setting up a style to track it you could assign object names to the faces you want to track, I think they should persist across the separate as well.

- Michael
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 From:  BurrMan
6674.293 In reply to 6674.291 
""""""""In Plugin Subdivision what is the use of the View Control Points
as we can't select them! ?"""""""""

You can preview the point structure you are making. One of the unique things about max's script is it will generate "solids" that will show their points, like a revolve object does....
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 From:  adamio
6674.294 
Impressive work Max, thanks for sharing :)
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 From:  Mike K4ICY (MAJIKMIKE)
6674.295 
How in the heck did I miss this! This is an awesome set of tools Max!

I can't wait to see you future progress with the sub-d tool in Moi.



Two things I'd be interested in:
1) A way to sub-D with an open face. The perimeter around the open face staying pretty much static except for it's own division.
For an example, if you divided a cube with a missing face, you would end up with sort of a cup shape.
2) If only there was a way to take existing Moi multi-surface solids and convert them into polygonal structures much like the .obj export works, except in a live manner that allows for sub-D to work on it.
In effect a melty tool for an existing Moi object.

But what do I know? My head is spinning of the possibilities of incorporating some pseudo organic character into any Moi model. ...it's like a teaser T-spline.
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 From:  ed (EDDYF)
6674.296 In reply to 6674.295 
Mike - I was wondering when you were going to join the party :)

I'd like to see a way to delete a section that resulted from a split. For example, after making a box and Spliting it into sections, I'd like to be able to remove some sections.

Right now I can delete faces, but that leaves a hole. I'd like to go from the top object to the bottom object (without the missing faces). I know I can make the solid object using Splits and extrusions, but the ability to remove a section becomes important when you're well into a project and realize you need to remove a section.

Ed Ferguson

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 From:  BurrMan
6674.297 In reply to 6674.295 
Majik,

For #2, look at the "subd classic" command. It has a button for planar and catmull clark. It may be tricky on native moi, but with split, you may be able to fix up ngon areas first...

That may be the start of the area you are refing ........
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 From:  Mike K4ICY (MAJIKMIKE)
6674.298 In reply to 6674.297 
And it would be awesome if the new one could work on open edges like that.
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 From:  LAWRENCE
6674.299 
Kssssss....

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 From:  Andrei Samardac
6674.300 
Hay guys, I just watching this theme and always want to say, that primitive stuff that you made with SubD plugin in MoI could be made 20 years ago with regular SubD and not so primitive but much more advanced. But looks like you are happy like kids, making that simple stuff, so do not going to break up you happiness :D))!

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 From:  mattj (MATTJENN)
6674.301 
But the advanced stuff always originates from the simple stuff . . .

Matt
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 From:  danperk (SBEECH)
6674.302 
...

EDITED: 6 Apr 2015 by SBEECH

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 From:  3dcnc
6674.303 In reply to 6674.300 
"SubD plugin in MoI could be made 20 years ago with regular SubD" Andrei Samardac

Its not the just subD that is amazing but the potential to model organic "nurbs" forms from simple Moi objects.

Nurbs subD forms will be smooth at any size with no faceting unlike polygons . Its a great option for product design.

Its really polygons vs nurbs. Polygons will however always be more flexible for character modelling ( displacement maps)

Also, objects in NVil( your software) , 3dcoat or Silo can be imported and converted to nurbs !!!!!! Amazing

EDITED: 1 Apr 2015 by 3DCNC

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 From:  Mike K4ICY (MAJIKMIKE)
6674.304 
I embrace any worthy addition to Moi's repertoire.

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 From:  Andrei Samardac
6674.305 
3dcnc, are you shore this plugin smooth perfectly? I am not explored it but I remember people here say that it is not perfect.
And you are right you can make simple things from simple things :) But how about something real, not about some toy models? There is big lack of polygonal instruments here. So to make something real, I mean organic shapes, you will spent a lot of time using MoI.

So lets look seriously on it, it is a big step forward but it is far away from ideal environment for creating organic shapes.
So if you want serious results in modeling why not to learn SubD modeling? And you can convert your SubD to Nurbs at any time.

I was not going to insult anybody here..
The things for me looks like you are so happy like you invented the wheel in 21 century.
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 From:  Ronamodeler (RON_A)
6674.306 
haha! Nice, Mike. Sure didn't take you long to put Max's script to the test! :-)
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 From:  ed (EDDYF)
6674.307 
"... I embrace any worthy addition to MoI's repertoire."

I agree. And the issue is not how long SubD has been around, or whether there are better dedicated SubD programs available.

The issue is, there is now a viable option within MoI to create objects that otherwise required the user to learn a whole new program.

Max's scripts open new possibilities within MoI while still using many of the same tools I'm already familiar with: extrude, alignments, create solid, scaling, view points, etc.

And, I can easily see how the objects fit together with other traditional NURBs objects. And I can perform Boolean operations on the NURBS object created with the scripts. Need a clean hole cut through the object? No problem.

The real benefit to me is the integration: Familiar tools. All my model parts visible at the same time. Ability to visualize how all these parts fit together without exporting/importing from another program.

Do Max's scripts have all the functionality of a dedicated SubD program? No. But, they've only been around less than a month! And MoI doesn't need to emulate the features of a dedicated SubD program. What was missing is a simple solution for users to create some simple organic shapes that were difficult or impossible to make with NURBs.

Hopefully this functionality will improve and get added to the core of MoI at some point. I think the hit to the UI would be minimal, as MoI already has many of the supporting tools already in place. Heck, so far it's only 4 scripts (buttons) plus an OBJ import. Just need a new menu tab added to the Construct / Transform window.

Ed Ferguson, aka Happy Kid
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