V4 beta Oct-17-2018 available now - SubD to NURBS conversion
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 From:  pixelhouse
9100.215 
Hi Michael,

this are good news!

@Pilou
In the simple file is it no problem to find and delete the patches.
What I need is a waterproof solid to mill the model. The head is allready milled.
Searching for the double patches with mouse over or clicking, is no solution for me :D
Detaching all patches and delete the double and bool the result?

In my case I have rebuild the poly-model (a bit more density with the same polyflow) and re imported it to moi. Now it works and it's a solid. :)

Many thanks!

Here is an result

EDITED: 23 Jan 2019 by PIXELHOUSE

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 From:  Frenchy Pilou (PILOU)
9100.216 In reply to 9100.215 
Seems remember that maybe exists some thing for similar volumes ... not sure that can be apply on your case...

Your solution seems many more easy! :)

EDITED: 23 Jan 2019 by PILOU

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 From:  nameless
9100.217 
I am in love with v4 beta!

Is there a pipe.js that works with v4? Or they all work and I am messing something else up?
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 From:  bemfarmer
9100.218 In reply to 9100.217 
I used the shortcut key Pipe command a few days ago with v4beta.
- Brian
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 From:  Michael Gibson
9100.219 In reply to 9100.217 
Hi nameless, re:

> Is there a pipe.js that works with v4? Or they all work and I am messing something else up?

As far as I know they all work with v4. If you have one that doesn't work can you please post it here so I can take a look? There should be 2 files for it pipe.htm and pipe.js . If you only have pipe.js then that's the problem.

- Michael
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 From:  nameless
9100.220 
Michael and Brian:

Sigh...I was missing the .htm file. Everything works as intended! Sorry for ringing the hotel reception bell in the middle of the night for no reason :<

Is there any drawback in adding extra commands and scripts in commands folder? MoI launches lightning fast since day 1 anyway.

Thank you for the support!
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 From:  Michael Gibson
9100.221 In reply to 9100.220 
Hi nameless, I'm glad you got it solved!

re:
> Is there any drawback in adding extra commands and scripts in commands folder?
> MoI launches lightning fast since day 1 anyway.

The main issue is that later on when you get a new beta version installed you will then need to copy them over into the new one as well.

In v4 this can be avoided though since MoI v4 will also look in the appdata/commands folder instead of only in the installation folder one.

The appdata folder is the same place where moi.ini is located, you can find that location by going to Options > General > "Edit .ini file" button - that will open up a dialog and it will show you the location of the appdata folder.

If you copy your extra command files into that commands folder, that's then separate from the application install location.

- Michael
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 From:  nameless
9100.222 
Thank you Michael! I am already using the appdata folders, it's a very cool addition and makes transition between versions very easy.

I am currently using the awesome Object Library by Smirnov and trying to get better at MoI by creating simple elements that can be kitbashed into hard surface projects later. I have used the beta exclusively and I have never experienced any instability so far. The program seems responsive even when calculating impossible operations.
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 From:  Michael Gibson
9100.223 In reply to 9100.222 
Hi nameless, those are looking good!

re:
> The program seems responsive even when calculating impossible operations.

Yes, commands that can potentially take a long time to calculate like booleans or fillets do their heavy number crunching calculations in a separate process called moi_commandprocessor.exe . That helps to keep the main program UI responsive during those things rather than just freezing up.

The other thing that's very helpful for complex operations in v4 is that now since it's a 64-bit program it can make use of all your system RAM and won't hit a wall at 3GB or so like version 3 would.

I'm glad it is working well for you!

- Michael
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 From:  Frenchy Pilou (PILOU)
9100.224 
@ Nameless There is a "little" Kitbash here!
http://moiscript.weebly.com/kitbash.html
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 From:  nameless
9100.225 
Hi Pilou,

Thanks! I am aware of this small library and I have watched Chipp's video using it. In fact, I have probably watched all of Chipp's videos on MoI and some about other programs in his channel. Chipp's stuff was one of my main resources during my very first MoI steps ^__^

>The other thing that's very helpful for complex operations in v4 is that now since it's a 64-bit program it can make use of all your system RAM and won't hit a wall at 3GB or so like version 3 would.

It really shows. I can't express how much I appreciate what you are doing with this software. If I might express a request for future versions at some point, I know that the UI is fully customize-able, but it would be useful for the people that paint, draw and model all day in front of a screen to have a dark theme option to help the eyes. Again, non-essential and I am sure that there are so many priorities for an one or two man army to handle, but I thought I could place it on the table for the future if nobody has mentioned it so far.
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 From:  mkdm
9100.226 
Hi Micheal.
How are you? I hope fine.

Some new beta update on the horizon?

Thanks.

- Marco (mkdm)
My Procreate portfolio
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 From:  Michael Gibson
9100.227 In reply to 9100.225 
@ nameless - yes an optional dark theme is definitely on my radar. I don't expect to have it for v4 though.

@ Marco - still fixing a few tenacious bugs but making good progress and shouldn't be much longer for the next beta. There will probably be 2 more.

- Michael
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 From:  mkdm
9100.228 In reply to 9100.227 
Thank Michael for the info.

We'll catch up!

Ciao.

- Marco (mkdm)
My Procreate portfolio
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 From:  Nico-M
9100.229 
Good morning everyone,
I use Moi v4 beta for reverse engineering and the results with the new SubD tool are very good.
I wanted to know if in the next beta, there will be tools to manipulate the geometry before subdivision?
Currently I import then I export to retouch then I import again and on some files the operation can be repeated dozens of times.
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 From:  nameless
9100.230 
Hi Nico!

Michael (if you happen to see this and have some time): I am trying to bring over simple subD models in MoI to test a new workflow. Using Smirnov's importObj and then SubD script I get a good solid after Joining. When I use the beta's implemented SubD command, I get a larger group of surfaces. Most likely I am not getting something, or using the right tool for the wrong job, but what am I missing? It's the same obj and the size is significantly different.

ps. It occurred to me that the implemented SubD feature, tries to get real nurbs, but I am still curious as to why the different size and if I did something wrong and it could not close the curves correctly. :<

EDITED: 31 Jan 2019 by NAMELESS

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 From:  Michael Gibson
9100.231 In reply to 9100.229 
Hi Nico, there won't be sub-d editing tools built in for version 4 but it's definitely something I want to work on in the future.

- Michael
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 From:  Michael Gibson
9100.232 In reply to 9100.230 
Hi nameless,

re:
> Most likely I am not getting something, or using the right tool for the wrong job, but what am I
> missing? It's the same obj and the size is significantly different.

Max's OBJ importer is designed to scale objects when you import them. There is an option to disable the scaling though, see here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=6674.453

The new built in one does not do any scaling.


> and it could not close the curves correctly.

Looks like your polygons do not have welded points. You'll get a result like you show if faces have their own individual vertices where they touch rather than faces sharing a single common vertex.

What are you using to make the OBJ file? Can you post it or e-mail it to me at moi@moi3d.com ?

- Michael
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 From:  nameless
9100.233 In reply to 9100.232 
Hi Michael,

Bingo! You were correct. Points were not welded :'( I modeled it using Zmodeler and polygons that belong to different polygroups get disconnected during obj export. When all polygons get a single polygroup the export is unified and the conversion works flawlessly. With a quick inspection moving a specular highlight over the surface, it looks even better than the result of the first method.

And that link is super useful, I needed that "exact" option since I go back and forth multiple applications. You are a national treasure! <3
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 From:  Nico-M
9100.234 
The simple possibility of applying SubD after import or not during import will be great and will save me time, i hope is possible?
The results obtained with Moi 3D V4 are better than the expensive software I currently use.
Best regards.
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