Polygonal Converter.
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 From:  Finema
6674.429 In reply to 6674.422 
Just a question :
In your example, what is the command to directly split surfaces of the solid

is OK to use Separate ?

Also :
It will be great if Subdiv command wasn't destructive like Subdivision Surface in C4D ?

thanks a lot Max !

EDITED: 10 Oct 2015 by FINEMA

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 From:  Frenchy Pilou (PILOU)
6674.430 In reply to 6674.429 
<< In your example, what is the command to directly split surfaces of the solid

Maybe Select Face(s): Edit / Separate
Select All
Call _subdiv_beta9
And if you subdivide again the result you have a funny rugby ball! ;) (Not shown following)

EDITED: 10 Oct 2015 by PILOU

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Message 6674.431 deleted 10 Oct 2015 by 3DCNC

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 From:  3dcnc
6674.432 
Hi Max.


That last post gave me an idea. Love this script. I have already donated some money but plan to give more in the future, Thanks so much. I am teaching 1st year London university students - Moi and Rhino. I think they will love this. My quick "Eames" chair.

EDITED: 10 Oct 2015 by 3DCNC

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 From:  Max Smirnov (SMIRNOV)
6674.433 
BurrMan
>> Wondering if the "shrinkage" is something that is more or less a known factor, or is it more arbitrary with different geometries?
This "shrink factor" depends on many parameters, and may varies from vertex to vertex. It will not be easy task to revert subdivided shape to its original state.
I'll try to find information about it tomorrow.

Frenchy Pilou
>>So maybe number line, color line, extra color word, ...
I will think about built-in multilanguage support.

Finema
>>is OK to use Separate ?
Yes. This is the best way. I use it too.

3dcnc
Thank you very much! I'm happy that my scripts is useful for you :)
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 From:  bemfarmer
6674.434 
I thought this paper might be of interest:

Conversion of trimmed NURBS surfaces to Catmull–Clark subdivision surfaces.


http://www.sciencedirect.com/science/article/pii/S0167839614000624

- Brian
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 From:  Paulo (MADEIRA3D)
6674.435 
Hello all

I'm sorry but how do I install this script?
Were do I place the 2 files?

I'm on mac.

Thanks
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 From:  Michael Gibson
6674.436 In reply to 6674.435 
Hi Paulo,

re:
> I'm sorry but how do I install this script?
> Were do I place the 2 files?

I've just now added an answer to this in the FAQ section of the wiki, please check it out here:
http://moi3d.com/wiki/FAQ#Q:_How_do_I_install_a_plug-in_script.3F

- Michael
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 From:  Frenchy Pilou (PILOU)
6674.437 In reply to 6674.436 
French version updated! ;)
http://moi3d.com/wiki/QUESTIONS_FREQUENTES
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Rich (-RB-)
6674.438 
Hi all,

I've got some pretty simple solids set up and constantly get an unsupported polygon pop up - am I not understanding a crucial concept?

Cheers,

- Rich


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 From:  eddi
6674.439 In reply to 6674.438 
This mean, face polygon has more than 4 sides
Make it 4 sided, (only 3 or 4 sides supported)

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 From:  Rich (-RB-)
6674.440 In reply to 6674.439 
Ah okay great thanks for that

- Rich
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 From:  toggi
6674.441 In reply to 6674.68 
you are really the master of great scripts.
accidently found this...
a while ago i was looking for a way to further modify OBJ files.
this is the only solution i found so far.
(and MoI makes it really easy to re-model the surface parts where needed.)
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 From:  Tommy (THOMASHELZLE)
6674.442 
Hey Max,

I'm a huge fan of your scripts and just now work on a design that requires the translation from Subdivision Surfaces to NURBS.

I have one problem though:
Everything works great as long as only two edges meet to build a sharp edge, but in my model I have several places where more edges meet and I wonder if it's possible to solve that somehow?
Here is my Model in Softimage XSI with hard edges applied (the blue ones):




And this is the result in MoI with your script:



I probably could remodel all those edges by hand, but they are many and I wonder if you would have an idea how to deal with it automagically ;-)

If I preserve corners I get rather weird results that are not usable.
It basically would need to keep the rounding but make the corners sharp only where several cuts/corners meet.

Thank you VERY MUCH!!!!

Cheers,

Tom

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 From:  Tommy (THOMASHELZLE)
6674.443 In reply to 6674.442 
Thought some more on how this could be implemented:
If recognising the cross-points automatically is a problem, maybe we could select the points we want to stay sharp before we apply the script?
But I guess you would still need to somehow pick up the continuity between the parts...

BTW. My illustration above from MoI contains some selection errors, in both cases there would be four hard lines that meet in one point if it would be the same as in XSI, but I also have corners where three hard edges meet.

If there is anything I can do to help, please let me know.

Cheers,

Tom
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 From:  Tommy (THOMASHELZLE)
6674.444 In reply to 6674.443 
Another question:
I checked for a while now, but seem to be unable in MoI to separate an edge.
How would I go about separating edges that are not separatable by a polygon selection?
Like splitting one edge in a ring of polygons? Can that be done at all?
Sorry if I miss something obvious here... ;-)
Otherwise I would have to try if it can be done by separating the polygon edge before import...

Cheers,

Tom
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 From:  amur (STEFAN)
6674.445 
If you select all edges and then do a copy and paste you should have all edges as curves.
Is that o.k. for you?

Regards
Stefan
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 From:  Tommy (THOMASHELZLE)
6674.446 In reply to 6674.445 
Thanks Stefan,

my question was maybe unclear: I want to do the conversion from OBJ to NURBS, but want sharp corners inside for instance a Ring of polygons (just as a simple example, my real objects are more involved):



These are four polygons (a cube with top and bottom removed) and one sharp edge. I have not found a way in MoI to "disconnect" an edge like that so that the script can treat it as "sharp".

But somehow I feel it would be even better if we would not have to disconnect the pieces for sharp corners but could simply select the edges we want sharp and the script would work from there. The disconnecting has some disadvantages that I guess would be easier to solve with selected edges instead, since you would still have a whole, connected mesh.

I looked at the script but the math is over my head, so I can't directly contribute other than with some brainstorming on possible approaches and workflow.

Cheers and thanks!

Tom
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 From:  amur (STEFAN)
6674.447 
Hi Tom,

now i understand, in Silo for example it's called "crease edges". I quickly created a polygon cube like you show, imported it into the free Fusion 360 (for hobbyists etc.) converted to T-Splines and then creased one edge. See attached image. Another one i have tried is to do the same and then refined the mesh in Silo and imported into Rhino trial with "MeshtoNURB" command, resulting in a high surface patches object in MoI, so not ideal...

So if Max could somehow implement a "crease edge" function for poly import and his subd script, this would be awesome!

Regards
Stefan


https://www.behance.net/futagoza

EDITED: 30 Oct 2016 by STEFAN

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 From:  Max Smirnov (SMIRNOV)
6674.448 In reply to 6674.446 
Hi Tommy,

unfortunately my script doesn't support creases at the moment.
But you can try to use the split script to make a crease

EDITED: 7 Mar 2022 by SMIRNOV

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