MoI wishlist
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 From:  Michael Gibson
6864.89 In reply to 6864.88 
Hi Mike, thanks for your input!

There was an old MergeObj.exe utility program, but it didn't merge different entire OBJ files together, it merged any different objects within a single OBJ file together into one single object. Some info here: http://moi3d.com/forum/index.php?webtag=MOI&msg=2699.4 . I've removed it since the option to merge same named objects does the same thing directly built in to MoI's regular export.

The "Insufficient memory" problem doesn't have to do with video card memory, it's due to running out of system RAM - MoI is currently a 32-bit program and can only address up to about 3GB of your system RAM before its 32-bit address space is all used up. For MoI v4 I've been doing a major rewrite specifically to deal with this so MoI v4 will be a 64-bit program and will be able to use all available system RAM, so that should solve this problem at least if you have plenty of RAM installed on your system.

re: different mesh settings for different surfaces in one single export session - I've thought about that before but it just inherently adds a significant amount of complexity to numerous things, just one example is that what if you needed to repeat the export after making some changes, would you really want to have to go through the steps of going through tuning all the individual settings all over again for each export? That seems like it would be problematic. Probably it would make more sense to have something that you could set up before doing the actual export where you could tag some surfaces with their own settings and those would then override the main dialog settings at the actual export time. But there would certainly be a lot of work involved in setting that up and I'm just in general not a big fan of that type of mechanism where something like the mesh export dialog controls don't have any visible effect on the current export due to some special override being set previously. That's the general kind of pattern that tends to lead to great confusion at some point later on when someone forgets they engaged some special override and wonders why their regular settings adjustments are having no effect.

- Michael
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 From:  Mik (MIKULAS)
6864.90 In reply to 6864.89 
Hi Mike,

regarding "insufficient memory" issue...

It helps me a lot to change setting of "ThreadLimit=" to "ThreadLimit=1" in moi.ini file. It works probably only one core of processor, export is slower, but I hadn't no problem with memory.

Mik
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 From:  3image
6864.91 
+1 Bounding Box Proxy View
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 From:  Fea (VLAD)
6864.92 
Will to make a 3D and 2D dimensional grid of the Golden ratio for different dimensions of metric and inch, and custom sizes like Russian fathoms? Such as in SketchUp or Vectorworks. For example as the Atrise GoldenSection or PhiMatrix Golden Ratio Design for a building structure.

EDITED: 3 Oct 2016 by VLAD

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 From:  co3Darts (CO3DPRINTS)
6864.93 In reply to 6864.89 
I'm farely new to moi3d but getting my feet wet and dirty finally. I've been a Maya nurbs modeler since the alias days so I'm constantly amazed how well moi nurbs work right out of the box.

Couple of suggestions:

Export mesh. It would be great to select isoparms of a nurbs surface and have the mesher algorythm know that it needs to respect those isparms as poly edges. This is handy so that you can further work areas in another 3D app but not run into the situation where the edges aren't orthographic as in a sphere where the polyedges along the equator arean't exactly in half of the sphere.

Also along the idea of setup for meshing would be the ability to save to an file user settings. This would be great to make adjustments on simple geometry and then recall on larger files that need to export.

Maybe a way to paint or setup a tolerance for trim edges to more align to non trimmed surface edges when going to a polygon. I realize it's doing this by welding vertices but if there was a way to adjust paramiterazation of the trim surfaces to look at adjoining non tri surfaces and try to mimic there topology. That would be really really neat.

Rebuilding surfaces and attaching in programs like Maya works awesome. Be great to have some of that functionality but I realize moi3d keeps things simple and I love that about it and is probably why it takes so much time to make great nurbs geometry in Maya as nurbs are very complex beasts.

My only thing I find difficult in moi3d at the moment is that if I want to select for instance edges and I have already drilled into the edges and select to drag a non crossing window around more edges, moi will instead grab the object if it's faces are below my cursor and then instead I grab the object and move it unexpectidly.
Not sure if I'm using moi properly but a menu system to maybe disallow selecting faces or edges or points (cv's) ala Maya style in the GUI would be helpful.

Love moi, it's my not so secrete weapon at work these days!
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 From:  BurrMan
6864.94 In reply to 6864.93 
Brummett

"""""""""""""but a menu system to maybe disallow selecting faces or edges or points"""""""""""""""""""

MoI has a "filter system" that can help you here...

In the scene browser, a ctrl+click on the right side over here will activate a particular filter....



FYI...........
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 From:  co3Darts (CO3DPRINTS)
6864.95 In reply to 6864.94 
Neat, that helps a bunch! Thanks BurrMan for the headsup.
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Message 6864.96 deleted 26 Oct 2016 by METINSEVEN

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 From:  3image
6864.97 
More wishes for v4:

- Search box for object list
- Clipping plane for cross section view
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 From:  3image
6864.98 
Also:

- Inline editing

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