V4 beta Oct-17-2018 available now - SubD to NURBS conversion
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 From:  Metin (METIN_SEVEN)
9100.45 
:D

The only thing I really miss is the option to convert high-polygon meshes to NURBS.

I loaded the attached old voodoo doll of mine (once created for a quick cartoon), and I forgot that the pins are high-poly.

It took quite a while to load, and MoI still tried to subdivide the high-poly pins, resulting in patch tearing and exported polygon tearing, while it'd be great if high-poly objects would be recognized as high-poly (maybe with a user-defined treshold) and converted to as few NURBS patches as possible.

Thanks,

Metin


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 From:  Michael Gibson
9100.46 In reply to 9100.45 
Hi Metin, yeah so those pins were not meant to be have sub-d smoothing on them, right?

I'm not really sure how feasible it would be to try and detect that automatically - for this converter you would want to leave those out of the .obj file and not try to bring them in with the body.

The tearing I think is a bug in MoI's handling of faces that are pretty small, not actually in the conversion part. If you scale those up by say 100 times in size before bringing them in you might see them go away. It can happen in other places in MoI too, it's just more noticeable in the converter since it can generate little tiny faces more than other things you usually do in MoI. I'm still working on tracking down this tiny face mangling bug, it crept in sometime after MoI v3.

- Michael
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 From:  Michael Gibson
9100.47 In reply to 9100.45 
Also I'm hoping to get the converter to have a progress bar and a cancel button too.

- Michael
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 From:  Metin (METIN_SEVEN)
9100.48 
Hi Michael,

Sounds good. Good luck hunting those darn bugs.

I tried a little more complex, but completely manifold, subdivision-ready OBJ file, and it becomes a joined surface after importing in MoI using the new Sud-D function.

I've attached the OBJ file. If you select and delete the main part of the result, some separate edges remain.

Regards,

Metin

EDITED: 19 Oct 2018 by METIN_SEVEN

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 From:  Frenchy Pilou (PILOU)
9100.49 
<< Also if you want to set up a shortcut key for the SubD to NURBS converter use ImportSubD for the command name. And if you want to run it in a script you can use moi.geometryDatabase.fileImportSubD( 'filename' );


and the very practical
Press TAB then write ImportSUBD or importsubD or ImPorTSubD or anything you want but without space! ;)


the ZBrush dog


and here a model 30 000 polys (Zbrush)
By Félix Barc

EDITED: 19 Oct 2018 by PILOU

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 From:  ycarry
9100.50 
Thanks Michael!
Image Attachments:
Size: 199.6 KB, Downloaded: 39 times, Dimensions: 511x461px
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 From:  Michael Gibson
9100.51 In reply to 9100.48 
Hi Metin,

re:
> I tried a little more complex, but completely manifold, subdivision-ready OBJ file, and it becomes
> a joined surface after importing in MoI using the new Sud-D function.

That's the same "very small faces getting mangled" problem that I was talking about earlier. For now if you have an object that's only about 1 unit across it will run into some problems, scale objects like that up by say 100 times before you do the import.

I've attached the result of scaling your object up by 100 times and this version should now have all joined edges when you import it.



- Michael

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 From:  Metin (METIN_SEVEN)
9100.52 In reply to 9100.51 
Hi Michael,

You're right, the upscaled OBJ file becomes a solid after import. I can use that as a workaround until it's fixed.

Thanks,

Metin
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 From:  Frenchy Pilou (PILOU)
9100.53 
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery
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 From:  Finema
9100.54 In reply to 9100.53 
Thanks Michael for this great feature !
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 From:  pafurijaz
9100.55 In reply to 9100.1 
I do not know how to comment on this new SubD-in Nurbs .. excellent you are the best ..
Maybe when you have time it would be useful to be able to determine in the models imported before conversion which edges should be creased. a bit like it works with FreeShip. here is an old example below. this would allow you to create surfaces with sharp edges like a cube or something..
The ship is converted with edges creased and has a nice sharped nurbs surfaces..

Here the link to sources of Freeship..
https://github.com/markmal/freeship-plus-in-lazarus/releases

EDITED: 19 Oct 2018 by PAFURIJAZ

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Size: 100.8 KB, Downloaded: 66 times, Dimensions: 1366x744px
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 From:  pafurijaz
9100.56 
And here a file generated with FreeShip from SubD with sharp edges.


EDITED: 4 Nov 2021 by PAFURIJAZ

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 From:  PaQ
9100.57 
Talking about crease, Modo CC crease + mesh freeze works pretty well ! (but it's not sharp crease off course)


EDITED: 23 Mar 2019 by PAQ

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 From:  moujiik
9100.58 
Hi, the new SubD is realy good at modeling cushions. My workflow is modeling in Moi3D, export a sketchup, export obj from sketchup,
and SubD in Moi3D. When i export obj from Moi3D, SubD is not working as expected, whatever kind of obj export. Why that?
Moujiik
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 From:  Michael Gibson
9100.59 In reply to 9100.58 
Hi Moujiik, when you export from MoI you should set the option for "Weld vertices along edges" in the expanded dialog options.

- Michael
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 From:  moujiik
9100.60 In reply to 9100.59 
Thank you, the result is just perfect. I was wondering why we don't have the alternative to directely apply SubD to the model,
then i thought it's probably better to ajust some parameters of the obj file? Anyway that's a great tool. Genius!
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 From:  Michael Gibson
9100.61 In reply to 9100.60 
Hi Moujik, you're welcome I'm glad that worked!

re:
> I was wondering why we don't have the alternative to directely apply SubD to the model

I do want to add that and some other creation methods in the future, the .obj import converter is the first step.

- Michael
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 From:  mkdm
9100.62 In reply to 9100.61 
Hello Michael.

@You : "...I do want to add that and some other creation methods in the future, the .obj import converter is the first step..."

PERFECT!!

Thanks @Moujik :)

I wanted to ask Michael just about these features.

- Marco (mkdm)
My Procreate portfolio
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 From:  amur (STEFAN)
9100.63 
Hi Michael,

i converted my Blobby Cube (with 94156 quads from ZRemesher) to a solid and when i scale the cube from
100x100x100 mm to 200x200x200 mm and then unselect the cube and reselect the cube i have a small scale
discrepancy in the readout menu.

It says now in "Size" 200x199,99x199,99 mm and in the "Edit Size" 200x200x200 mm.

I am wondering now what readout is the correct value? As i figured out this happens also in MoI v3.1.

glitch
image hosting

Best regards
Stefan

P.S. In case you need the model, let me know and i send it to you.

EDITED: 21 Oct 2018 by STEFAN

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 From:  amur (STEFAN)
9100.64 
Hi Michael,

to be sure i run the test again. I exported from Shade3D my Blobby Cube
with the size 100,00x100,00x100,00 mm.

When importing the cube into MoI for subd NURBS conversion i get the
following values, after the conversion:

Size: 99,98x99,98x99,98 mm.

Edit Size:

x: 99,9838
y: 99,9812
z: 99,9794

When doing the subd to NURBS conversion with ViaCAD and then
importing the .sat file into MoI i get the following values:

Size: 100,00x100,00x100,00 mm

Edit Size:

x: 100,0009
y: 100,0007
z: 100,0021

Now comes the part which puzzles me most... I can in MoI of course
uncheck the "Maintain" value and then set the model in x,y,z to 100,0000.

When doing so with the internal MoI model, the values stay, after de-selecting
and moving in the view port and then re-selecting, but when doing so with the
ViaCAD model the values don't stay the same and change every time to a different
value, when repeating this procedure! :-(

I wonder what causes this in MoI, with my ViaCAD model???

I will also mail you the .obj and .sat file from ViaCAD, so you can take
a look.

Best regards
Stefan
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