V4 beta Oct-17-2018 available now - SubD to NURBS conversion
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 From:  Christopher (SCHARDT)
9100.130 In reply to 9100.1 
The nudge keys are not working. Specifically, the arrow keys and the page up/down keys for moving the selected objects by the grid quantum. When I press the right arrow, for example, I get an alert that says:
SyntaxError: Expected an identifier but found 'Right' instead
line 1
1: >> Nudge Right

I imagine that these functions are implemented with a script, but even so why is this script failing?

Thanks for making v4! FYI, I've got a file with over 5K objects. V3.2 loads it in about 29.5 seconds. V4 loads it in about 3.2 seconds. Wonderful!

Christopher
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 From:  Frenchy Pilou (PILOU)
9100.131 
This can be used by a trial version ? Seems there is much jaggies for a big size ...

script: /* Print screen to Clipboard */ var prev_background = moi.view.viewportBackgroundColor; moi.view.viewportBackgroundColor = 0x000000; moi.view.lineWidth = 4; moi.grid.display = false; moi.grid.showXYAxes = false; moi.ui.getActiveViewport().renderToClipboard( 2560, 2560 ); moi.view.lineWidth = 1; moi.grid.display = true; moi.grid.showXYAxes = true; moi.view.viewportBackgroundColor = prev_background;

for beta V4
script: /* Print screen to Clipboard */ var prev_background = moi.view.viewportBackgroundColor; moi.view.viewportBackgroundColor = 0xFFFFFF; moi.view.lineWidth = 1; moi.grid.display = false; moi.grid.showXYAxes = false; moi.view.showAxisIcon = false; /*moi.view.meshAngle = 3;*/ moi.ui.getActiveViewport().renderToClipboard( 4000, 2500 ); moi.view.lineWidth = 1; moi.grid.display = true; moi.grid.showXYAxes = true; moi.view.showAxisIcon = true; /*moi.view.meshAngle = 8;*/ moi.view.viewportBackgroundColor = prev_background;
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery
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 From:  Michael Gibson
9100.132 In reply to 9100.130 
Hi Christopher, you'd get that kind of error if the Nudge script is not installed. For v3 you must have installed it at some point by copying it into v3's commands folder. You'd need to do the same for v4 to get it to work.

For v4 you can also install commands into a commands sub-folder inside MoI's user data folder, you can find your user data location by using Options > General > Edit .ini file button, a dialog will pop up and tell you where your moi.ini file is located at which will be in your user data folder.

Copy the Nudge.js file from your v3 commands folder into the user data commands folder and v4 will look for it there and you won't have to keep copying it into new versions anymore.

- Michael
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 From:  blowlamp
9100.133 In reply to 9100.129 
Hi Michael.

I quite like the way MoI V3 handles it as you can look through the list of files, select the name you want and then choose the type of file extension you want to save it as. It allows slow/lazy/forgetful typers like me to have indentical file names with multiple extensions with near zero effort.


Martin.

EDITED: 9 Nov 2018 by BLOWLAMP

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 From:  Christopher (SCHARDT)
9100.134 In reply to 9100.132 
Michael, thanks so much for reminding me that I installed a script for this. (Sorry I forgot.) I copied it into the Application Support subfolder as you suggested and I have my nudge keys again. Yay!

You might want to change the code that looks for scripts to have it output something like, "Script ____ can't be found. Install scripts in Application Support." :-)

Christopher
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 From:  Michael Gibson
9100.135 In reply to 9100.134 
Hi Christopherm I'm glad you've got it working now. Yes, I have it on my todo list to make a warning message like that. Currently if a script file can't be found it tries to execute that text directly as script code which makes the kind of error message you were seeing.

- Michael
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 From:  FiringFoxes (FOXFIRE)
9100.136 
I have a quick question about v4, I'd like to test it but I'm only using the trial for v3. I see a lot of meshes that have nice quads, if I model something from scratch in Moi does that mean it can export all quad meshes? Or is this kind of export only possible when a polygon mesh is imported in and converted? Sorry, it's a bit of an odd question I guess.
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 From:  Michael Gibson
9100.137 In reply to 9100.136 
Hi Foxfire - sorry no MoI does not have any function for exporting all quad meshes. MoI has an exporter that makes N-gon meshes but that's not the same thing as "all quads".

You would generally need to open your exported mesh in a polygon modeling program and use retopology tools there to end up with all quads.

But why are you trying to generate all quads from your MoI model? If you want to render your model it doesn't need to be all quads to do that, you only need all quads if you wanted to apply sub-d smoothing to the mesh but that would be kind of unusual to do to an object created with CAD modeling.

- Michael
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 From:  FiringFoxes (FOXFIRE)
9100.138 In reply to 9100.137 
The reason I wanted all quads was to make the mesh work better with Blenders bevel modifier. For some surfaces the Ngon export works fine but curved surfaces tend to be hit or miss, I can clean the mesh up to have it work better but having all quads would be a nice workflow improvement. I know I can bevel in Moi but the flexibility having the bevels as a modifier in Blender is very useful and I find that the edge selection in Moi to be a little tedious (when beveling the whole object isn't wanted) where in Blender it can be almost automatic. This way I could export a triangulated mesh out of Moi as well and use the beveled version from Blender as a high res for baking, at least that's what I was thinking for my workflow.


Would it be possible to implement an all quad export for Moi? It would be a great time saver and the models would be more flexible with other software outside of CAD.
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 From:  Michael Gibson
9100.139 In reply to 9100.138 
Hi Foxfire, yes typically in CAD modeling the beveling is done on the CAD model itself and so the polygons that you export are all in the end shape already.

In the future I would like to work on an all quads export for MoI but it will likely be a quite difficult task and take a considerable amount of effort to develop. It needs a much different approach than the current mesh export.

Currently the way you would get all quads would be using retopo tools.

- Michael
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 From:  Metin (METIN_SEVEN)
9100.140 In reply to 9100.138 
I can heartily recommend ZBrush ZRemesher or 3D-Coat Autopo for automatic quad-retopology of meshes exported from MoI:

https://www.metinseven.nl/blog/Ag4W/3d-coat-vs-zbrush-auto-retopology-comparison
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 From:  parel
9100.141 
Tried it out with the corvette tutorial model from cgmasters. Imported both the underlying clean reference surfaces as well as the detailed parts to review at which point it makes sense to convert to nurb. Both come in beautifully!
https://cgmasters.net/training-courses/master-car-creation-in-blender/

It is a little on the heavy side but this should be huge for my team- We have been increasingly using SubD techniques for concept modeling. This will be extremely useful for downstream communication with Engineering teams- even though the surfaces are heavy it is still something that a Mech Engg team member can open and evaluate component clearances general design intent etc:
Image Attachments:
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Size: 302 KB, Downloaded: 113 times, Dimensions: 2568x1440px
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 From:  Michael Gibson
9100.142 In reply to 9100.141 
Hi parel,

> Tried it out with the corvette tutorial model from cgmasters.

It's looking good! One thing to check - make sure you're exporting the roughest base control cage. You generally don't want to export polygons that have already been subdivided some already because that will make things a lot heavier.

- Michael
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 From:  parel
9100.143 In reply to 9100.142 
Does this point count look appropriate for the control cage imported?
Image Attachments:
Size: 379.3 KB, Downloaded: 143 times, Dimensions: 1928x1048px
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 From:  Michael Gibson
9100.144 In reply to 9100.143 
Hi parel yeah I guess so, each polygon in the original control cage that is at an extraordinary vertex will end up as a degree 6 Bezier patch meaning it has a grid of 7x7 control points, these are then combined with neighbors.

It could be possible to have an option to do a different style of patch combining where only the patches right around an extraordinary vertex get degree 6 and other areas get degree 3 patches with 4x4 control points. It would be fewer surface control points but also split up into more surfaces with smaller ones around extraordinary vertices.

It's kind of good to have a little lighter control cage, that one is kind of on the dense side.

However, despite the high control point count you should see very good shape quality with the surfaces all matching up very well.

Is it possible for you to send me the model at moi@moi3d.com so I can do a couple tests with it?

Thanks, - Michael
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 From:  AlexPolo
9100.145 
HI Michael,

Putting together a file for visual 3d pdf presentation - the file is 560meg - 2600 parts.
Moiv3 File takes 1.34 minutes to open
Moiv4 File takes 5.06 minutes to open
Rhino5 takes 0.50 minutes to open

I can organise for a shared link to file to run a load test - what do you think causes the wide variation in file handling time.
thanks
Alex.
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 From:  Michael Gibson
9100.146 In reply to 9100.145 
Hi Alex, I have not yet come across any files that load slower in MoI v4 than in v3 so I don't really have any idea why that would be. Yes if you could please send me a shared link to it at moi@moi3d.com I can do some tests on it to see what is going on.

Also what are your system specs, do you have plenty of system RAM?

Thanks,
- Michael
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 From:  bemfarmer
9100.147 
Just playing around with some boolean union cubes, save to .obj, and perform SubD.
Different results are obtained with SubD upon the .obj files, depending upon the original location with respect to the origin,
of the original 5 cube objects .3dm.
- Brian
(Out of upload room, will clear space and post .obj later.


EDITED: 2 Mar 2021 by BEMFARMER

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 From:  Michael Gibson
9100.148 In reply to 9100.145 
Hi Alex, re: large file loading - thanks for sending the file. Over here I get:

MoI V4 beta Oct-17 : 15 seconds
MoI v3: 70 seconds
Rhino v5: 27 seconds to load + 43 seconds "Creating meshes..." delay on first view navigation.

Additionally over here the V4 behavior is better all around than both MoI v3 and Rhino v5. On Both MoI v3 and Rhino v5 the main window is just frozen during the load while in MoI v4 the window doesn't freeze and there is a progress bar and cancel button.

My machine is fairly old, Intel Core i5-2500K Quad core CPU, 16 GB RAM, with an old style spinning disk.

I'd guess that your machine is probably a laptop? My theory is that with MoI v4 making heavy use of all CPU cores your machine doesn't like that sudden spike in energy use and it throttles the processor speed way down.

You can probably avoid this by making sure it is plugged in rather than running on battery power and then go to "Power Options" in the Windows Control Panel and make sure that the "High performance" power use plan is the one that is active. It's probably currently set to a plan that sacrifices performance for less battery use.

Does that make any difference?

Also I will put in a setting for the next v4 beta so you can turn off the multi-core processing for file loading.

- Michael
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 From:  FiringFoxes (FOXFIRE)
9100.149 In reply to 9100.139 
Yah, I'll stick to my retopo tools for now but hopefully think about adding an all quad exporter! It would probably broaden Moi's use and appeal.
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