Blender add-ons
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 From:  Frenchy Pilou (PILOU)
9287.62 


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 From:  Frenchy Pilou (PILOU)
9287.63 
Some cool is not it ? ;)

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 From:  Frenchy Pilou (PILOU)
9287.64 

EDITED: 25 Jun 2020 by PILOU

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 From:  Frenchy Pilou (PILOU)
9287.65 
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  corchet
9287.66 In reply to 9287.65 
35 euros pour un kitbash ... mouais

y'en a à moins de 10 euros avec 1000 pièces par pack ! l'ami Oleg Ushenok en a des cools y compris un gros gratuit sur Gumroad

si on peut faire la promo des trucs payants .. je crée un topic Plugins pour Max ( qui permettent au final de des trucs de ouf dans moi ;) )

ceux qui sont bon marché ... hein ! ;)
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 From:  Frenchy Pilou (PILOU)
9287.67 
Always amazed how Chipp controls this beast! :)
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  John (OKEN)
9287.68 
Hi All,

This addon helps you to create model with controlled scale and alignment, on the grids surface.


https://gumroad.com/l/VthLyO

 

Cheers

EDITED: 3 Nov 2020 by OKEN

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 From:  KENMO
9287.69 
I like the Quad Remesher plugin by Exoside

I purchased a 3 month license and loved it. It's now expired and I may opt for a lifetime license.

https://exoside.com/quadremesher/
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 From:  John (OKEN)
9287.70 In reply to 9287.69 
Fluent 1.5 Power Trip , a unique addon for hard surface modeling and much more (thanks to Rudy an amazing french developer).

Fluent does not offer a compilation of tools but a global workflow to help you in your hard surface modeling and realizations.

This global vision allows the creation of smart tools. Make cuts, add plates, cables, pipes, grids and fabric panels (Quad Remesher or Instant Remesh needed for the cloth panel).

But above all, finalize your model with tools to fix errors generated by Boolean operations.


https://www.youtube.com/watch?v=WupcIQRK-uA
Image Attachments:
Size: 61.4 KB, Downloaded: 30 times, Dimensions: 1024x576px
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 From:  Frenchy Pilou (PILOU)
9287.71 In reply to 9287.70 
A challenger to SpeedFlow Compagnon, ProFlow by Pitiwazou ;)

EDITED: 8 Nov 2020 by PILOU

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 From:  Frenchy Pilou (PILOU)
9287.72 
For Blender lovers :)
A cool tut article how to modeling from a sketch of a French talentuous guy!

https://www.aendom.com/tuts/space-cadet-workflow-en/


EDITED: 10 Nov 2020 by PILOU

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 From:  Frenchy Pilou (PILOU)
9287.73 
Chipp Walters publishes 15 new videos...







etc...
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 From:  Frenchy Pilou (PILOU)
9287.74 


EDITED: 24 Jun 2021 by PILOU

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 From:  mkdm
9287.75 In reply to 9287.74 
Amazing!
Chipp, u'r a cornucopia of wonderful things related to Blender.
Just like a "Blender Ambassador" :)
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 From:  NaN
9287.76 
Hi MoI3d people,
am new here, MoI is a great program! My main usecase is currently to get STEP files from subd models built in Blender. But I also want to use it for adding round features in mesh models (like fillets) - all cases where mesh representation isn't optimal.
Found this nice plugin that allows to get models from Blender into MoI and the other way around with one (well, two) click(s): https://github.com/TitusLVR/BMOI_Connector
Both directions work well for for me on first sight. But for some reason I cannot edit the imported mesh in MoI, clicking on "Show pts" does nothing. If I use the function on geometry that I have built inside MoI from scratch then it works without problems. Which preconditions does a mesh have to fulfill that I can edit it ('s points) in MoI?
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 From:  Michael Gibson
9287.77 In reply to 9287.76 
Hi Nan, re: transfer models from blender to MoI - if you have a sub-d model in Blender then that plugin you found won't be the best way to transfer. It was written before there was a sub-d conversion mechanism built into MoI which is new in MoI version 4.

Instead what you should do is export your base level sub-d control cage in Blender out to an .obj file and then in MoI use the SubD > Create > From File command to import the sub-d cage which will generate a smooth NURBS surface result from the limit surface.

re: Show points - in MoI you can only use "Show pts" on joined surfaces on certain cases - where the control points of the "underlying surfaces" for each face align with each other.

If surfaces are joined at an edge that is an arbitrary trim edge rather than a natural edge of the underlying surface then you can't turn on points because it would be too easy to open up a hole in the object.

You can always turn on control points on an individual surface though, so you can use Edit > Separate on an object to break it into individual separate surfaces and then use show points on those.

There is some more information and description of this particular issue with illustrations to try and explain how "underlying surfaces" and trim boundaries work in NURBS modeling in the FAQ here:
http://moi3d.com/wiki/FAQ#Q:_Why_does_show_points_work_for_some_objects_but_not_others.3F

In general surface control point editing is not a focus area for MoI. MoI is more focused on construction of shapes from 2D profile curves. If you want to form pieces by editing surface control points like you would do in Blender, it's better do that work inside Blender on a sub-d model and then bring the sub-d model into MoI and not try to do surface control point sculpting type work inside MoI where it's a limited area.

- Michael
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 From:  NaN
9287.78 In reply to 9287.77 
Hi Michael, thanks for the explanation and the link. It's a lot clearer now! :)
My initial intent to use MoI instead of Blender for changing stuff in cases where precise dimensions are relevant was because the measurement and precision redimensioning/movement tools in MoI are quite nice. But Blender also has some stuff in that direction now (particularly with plugins), so it should be possible.
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 From:  Michael Gibson
9287.79 In reply to 9287.78 
Hi Nan, you can do things like drill precise holes in MoI, it's just that the way you do it is not by moving surface control points around. You would do things like draw 2D profile curves and do booleans with them.

- Michael
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 From:  NaN
9287.80 In reply to 9287.79 
Ok, makes sense to use MoI for such cuts. In the example below I did the intersection in Blender - which looks either edgy or needs gazillions of polygons.


Hm, on second thought I don't completely understand the explanation from the faq when looking at this concrete demo shape. For this example I cannot select any points at all.
My assumption would have been that I cannot select the vertices e.g. at the place where the boolean subtraction happened. But e.g. at all the blocky corners there should be natural delimiters of the faces?
Also tried with the Blender default cube - there point selection worked, so this thing seems to be an odd boundary case.
But if points can be edited in some cases and in others not - and editing of points is the goal - then it is probably better to do this in Blender in any case.
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 From:  Michael Gibson
9287.81 In reply to 9287.80 
Hi NaN,

re:
> Hm, on second thought I don't completely understand the explanation from the faq when looking at
> this concrete demo shape. For this example I cannot select any points at all.

Can you please post the .3dm file of your demo shape? Then i can point out the areas to you that are preventing it from having surface control points turned on.

But yes for a case like that it would probably be better to cut the circular hole inside MoI by drawing a circle and using Boolean difference, rather than doing the boolean in polygons in Blender.

- Michael
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