V4 beta Jan-22-2020 available now
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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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 From:  Michael Gibson
9660.147 In reply to 9660.146 
Hi pafurijaz, what happens if you try to export that to .obj format?

- Michael
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 From:  pafurijaz
9660.148 
I have an other request for layer editing, sometimes I get long list in the layer windows, and often I need to re-organize them and deleting the empty layers, but the layer's windows manager show the name of empty layer with the same color and is impossible figure out the empty such as possible in the Layer UI, where empty are highlighted with grey color in the label.
If is possible having a correspondence of UI in the color even in the editing of layer windows, this make more easy to remove empty layers.

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 From:  pafurijaz
9660.149 In reply to 9660.147 
Don't mind Obj exporter doesn't support yet the edge exporting, for now the only way is the use of DXF and the command _PolyCurveToCurveBeta.
Below a basic 3 point curve converted into curve.

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 From:  Larry Fahnoe (FAHNOE)
9660.150 
Hi Michael,

I wonder if it would be possible for a script to invoke Leader with an initial point for the arrow location as well as the text to be placed? Maybe even a List of all the points for the leader?

--Larry
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 From:  Michael Gibson
9660.151 In reply to 9660.150 
Hi Larry,

re:
> I wonder if it would be possible for a script to invoke Leader with an initial point for
> the arrow location as well as the text to be placed? Maybe even a List of all the
> points for the leader?

Yes, it's possible to generate a leader from a set of points in script code. Here's an example:

code:
var factory = moi.command.createFactory( 'leader' );
factory.setInput( 0, moi.vectorMath.createTopFrame() );
factory.setInput( 1, 'Leader' ); 
factory.setInput( 2, 0 );

factory.createInput( 'point' );
factory.createInput( 'point' );
factory.createInput( 'point' );
factory.setInput( 3, moi.vectorMath.createPoint(5,0,0) );
factory.setInput( 4, moi.vectorMath.createPoint(5,10,0) );
factory.setInput( 5, moi.vectorMath.createPoint(15,15,0) );
factory.commit();


If you copy that and then in MoI push Tab, paste and enter it should generate this result:



The factory inputs for leader go like this:

Leader input 0 - base frame for plane and first point.
Leader input 1 - text
Leader input 2 - property preset index
Followed by 1 or more dynamically created point inputs

- Michael
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 From:  Michael Gibson
9660.152 In reply to 9660.148 
Hi pafurijaz,

re:
> If is possible having a correspondence of UI in the color even in the editing of
> layer windows, this make more easy to remove empty layers.

Yes, that's a good idea for the "Edit styles" dialog to use the same text color signal as the scene browser for whether it's empty or not. I've added it for the next beta.

Thanks,
- Michael
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 From:  Larry Fahnoe (FAHNOE)
9660.153 In reply to 9660.151 
Hi Michael,

Many thanks for your thorough answer and example!

--Larry
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 From:  pafurijaz
9660.154 
There's a command for deleting empty layers?
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 From:  Frenchy Pilou (PILOU)
9660.155 In reply to 9660.154 
I believe this ;)

script:/*Purge Styles*/var gd = moi.geometryDatabase; var styles = gd.getObjectStyles(); var counts = new Array(styles.length); for ( var i = 0; i < counts.length; ++i ) { counts[i] = 0; } var objs = gd.getObjects(); for ( var i = 0; i < objs.length; ++i ) { var obj = objs.item(i); if ( obj.styleIndex < counts.length ) ++counts[obj.styleIndex]; var subobjs = obj.getSubObjects(); for ( var j = 0; j < subobjs.length; ++j ) { var subobj = subobjs.item(j); if ( subobj.styleIndex < counts.length ) ++counts[subobj.styleIndex]; } } for ( var i = 0; i < styles.length; ++i ) { if ( counts[i] == 0 ) styles.item(i).remove(); }
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  pafurijaz
9660.156 In reply to 9660.155 
Great and thanks is a bit long but it's works well when I pasted in command field.
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