V4 beta Jan-22-2020 available now
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 From:  Michael Gibson
9660.127 In reply to 9660.123 
Hi kopperdrake, thanks I'm really glad that MoI has been useful!

- Michael
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 From:  Cemortan_Tudor
9660.128 
Ohayo Michael ! can u export idl file so I could add to my http://moi3d.com/forum/index.php?webtag=MOI&msg=8665.32 new futures of v4 ?
- Tudor -
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 From:  Michael Gibson
9660.129 In reply to 9660.128 
Hi Tudor, v4 has a different mechanism for how the script interface is defined so there isn't a moi.idl file for v4. Once the last beta is out I will go through and make a list of all the available properties though.

- Michael
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 From:  TwinSnakes
9660.130 In reply to 9660.126 
Other DCC packages have a "Release" thread you can subscribe too, where Users cannot make post, but only the Admins - that way, whenever you got a notice from that "Release" thread, you know that a new release is available for download.
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 From:  DDP
9660.131 
Moi3d is a great tool. Simplicity is a sign of genius. Thanks!

But Moi3d lacks only a few features for professional work:
1 - "Changedegree" (not to be confused with "Rebuild", it distorts the geometry a lot) for curves and surfaces to simplify the geometry as closely as possible to the original, changing the degree and making it cleaner;
2 - "Align", to align patches and curves with G0, G1, G2, G3 on all sides of the mating surface or curve with adjacent geometry. It is difficult to make clean and smooth surfaces without Align.
3 - options for transformation to move the CV along the edges (hulls) of the surface and along the surface normals.
4 - curvature check tool (curvature plot, surface boundary check, zebra, curvature shading).

It's enough :) If you add this, the beginners will not even notice it, but the professionals will be able to work very accurately and cleanly in Moi3d.

P.S. Subdivs are also needed, but they solve only part of the modeling problems. Jewelers will like the subdives, but industrial designers will find the subdives in trouble. In subdivided surfaces with their dirty fillets at the corners of the patches, they are not smooth everywhere, in fact, this causes problems in model refinements. For the precise production of products with high-quality smooth shapes, this approach of creating a 3D model is not suitable, only for sculpture, jewelry and a basic concept preview.

There is a need for both approaches: subdives and classic surfaces.

EDITED: 27 Jul 2020 by DDP

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 From:  Michael Gibson
9660.132 In reply to 9660.131 
Hi DDP, I think MoI will get those tools eventually, but the ones you are asking about are for advanced NURBS surface modeling. That is a pretty finicky type of modeling that has a much higher learning curve than solids modeling using primarily 2D profile curves.

Currently that type of modeling is not really a main focus area for MoI but I do expect to add to that toolset over time.

But probably a sub-d toolset will get a higher priority than advanced NURBS modeling though, again because the learning curve is so high for "patch by patch" type NURBS surface modeling. It's more difficult to learn and to be productive with than sub-d. Sub-d was largely created and took off because that type of NURBS modeling is so difficult.

- Michael
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 From:  Larry Fahnoe (FAHNOE)
9660.133 In reply to 9660.132 
With Max's NutsAndBolts.v.0.96.2015.06.22 and V4 beta Jan-22-2020 on MacOS 10.13.6, I note an odd bug: while the script appears to work properly for many sizes, both 3/8-16 UNC and 1-8 UNC bolts fail to create the bolt portion. It appears that there is a math related bug somewhere because slightly different pitch values do produce a bolt, although likely with an incorrect thread-form. For example, Max's script supplies 1.588mm as the pitch for a 3/8-16 UNC, the "correct" value is 1.5875 (1 / TPI * 25.4), neither value produces a bolt but 1.5885 does.

For some reason I'm not able to get MoI V3 to run (I always use the V4 betas), so I cannot check to see if this is a V4 bug or something else. I have not dug into the script deeply enough to see why it is failing.






--Larry
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 From:  fcwilt
9660.134 In reply to 9660.133 
Hi,

I could make use of being able to create threaded models.

Where can one find this add-on?

Thanks.

Frederick
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 From:  Frenchy Pilou (PILOU)
9660.135 In reply to 9660.134 
If you speak about Nut & bolt, Gears ?

http://moi.maxsm.net/media/files/

EDITED: 28 Jul 2020 by PILOU

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 From:  fcwilt
9660.136 In reply to 9660.135 
Thank you for that link.

Frederick
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 From:  Mik (MIKULAS)
9660.137 In reply to 9660.136 
I've noticed some script error as well.
(MoI V4 Beta Jan 22 2020, Win 10 Pro, Script version: NutsAndBolts.v.0.96.2015.06.22)
Mik



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 From:  tinytree
9660.138 
Is it possible to test the Beta. Can't test the software properly with 32 bit, because of complex geometry.
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 From:  Michael Gibson
9660.139 In reply to 9660.138 
Hi tinytree, sorry no the beta is only available to MoI v3 users, it is not available as a trial version. I am doing my best to try and wrap up the v4 release soon so that there will be a trial version available though.

- Michael
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 From:  tinytree
9660.140 In reply to 9660.139 
Thanks for the reply. Can you already say, when v4 will be released?

thanks
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 From:  Michael Gibson
9660.141 In reply to 9660.140 
Hi tinytree, I'm trying to target the end of next month but it's taking longer than I had originally thought (as usual). I need to do the last (or nearly last) v4 beta release first and then there needs to be some testing time between the release of the last beta and the final release to shake out any new bugs.

- Michael
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 From:  pafurijaz
9660.142 
Hi, I have two request for the SubD conversion, it's possible to get objects name from original mesh file and an other request is, if that is possible merging the new object imported with the same material name in the same layers, or an option in the SubD importer settings.
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 From:  Michael Gibson
9660.143 In reply to 9660.142 
Hi pafurijaz,

re:
> it's possible to get objects name from original mesh file and an other request is, if that is possible
> merging the new object imported with the same material name in the same layers, or an option
> in the SubD importer settings.

Yes both of those are feasible and I have set them up for the next beta. Materials that are the same were intended to be merged as they are in other file imports but there was a bug that prevented that from happening consistently.

- Michael
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 From:  pafurijaz
9660.144 In reply to 9660.143 
Great thanks :)
And an other cool add is the ability to import wire frame or segments and convert them into a Nurbs curve using the vertex as Control points.

EDITED: 9 Aug 2020 by PAFURIJAZ

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 From:  Michael Gibson
9660.145 In reply to 9660.144 
Hi pafurijaz,

re:
> And an other cool add is the ability to import wire frame or segments and convert them into a
> Nurbs curve using the vertex as Control points.

Do you mean for the .obj sub-d converter to do this? That's probably something a separate script would do I think.

- Michael
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 From:  pafurijaz
9660.146 In reply to 9660.145 
Yes that can be an awesome thing if was possible, below what I mean, with example images that showing a wire edges with subdivision modifier inside Blender.





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