Moi <> Blender !
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 From:  John (OKEN)
9924.34 In reply to 9924.33 
You're welcome ;-)
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 From:  Mindset (IGNITER)
9924.35 
Does anyone know how to align Blender's camera with Moi's?
I am wanting to composite Moi's hidden line output with Blender's shading.

Hope we can do that.
I haven't seen crisp hidden line results from Blender alone.

I appreciate.

Mindset
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 From:  Michael Gibson
9924.36 In reply to 9924.35 
Hi Mindset, check out here for a script that will put the 3D view's camera and target locations in the clipboard:
http://moi3d.com/forum/index.php?webtag=MOI&msg=5981.2

Then the other thing to match is the perspective field of view angle which is shown under Options > View > 3D view angles > "Field of view".

Some previous threads may have some useful info:
http://moi3d.com/forum/index.php?webtag=MOI&msg=3644.5
http://moi3d.com/forum/index.php?webtag=MOI&msg=5981.2

- Michael
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 From:  Metin (METIN_SEVEN)
9924.37 In reply to 9924.9 
Wow, this thread has just made me (re)discover the open source OD_CopyPasteExternal tool!

I didn't know this tool provides a great, direct bridge between MoI, Zbrush and Blender. Very happy with this!

Tip: Activate ZBrush Preferences ➔ Import Export ➔ Import Mat As Groups to transfer Obj materials to Polygroups.


─ Metin

visualizer • illustrator • 3D designer — metinseven.nl

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 From:  Metin (METIN_SEVEN)
9924.38 
When I use the OD_CopyPasteExternal tool to copy an OBJ file to the clipboard, it uses the default export settings until you export a file first.

Is there a way to set the default export settings, at least for OBJ? That'd be very convenient.

Thanks,

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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 From:  Michael Gibson
9924.39 In reply to 9924.38 
Hi Metin,

re:
> Is there a way to set the default export settings, at least for OBJ? That'd be very convenient.

look for the file OD_CopyPasteExternal/Moi3D/ODCopyToExternal.js

Inside there, find this on line number 4:

code:
moi.geometryDatabase.fileExport( obj, 'NoUI=true' ); //also try: Output=ngons | quads | triangles


The options can be set on the 2nd parameter being sent to the moi.geometryDatabase.fileExport() function. You can remove the NoUI=true if you want to have the mesh dialog shown or you can add additional parameters in there separated by semi-colons. The available parameters are:

code:
		Different possible options:
		NoUI=true
		Angle=12.0
		Output=ngons | quads | triangles
		MaxLength=0.0
		MaxLengthApplyTo=curved | planes | all
		MinLength=0.0
		AspectRatio=0.0
		Weld=true
		Display=shadedwithedges | shadednoedges | wireframe
		ExpandedDialog=false


So if you want to have no mesh dialog shown and have it use an angle parameter of 6, you would make it like this:

code:
moi.geometryDatabase.fileExport( obj, 'NoUI=true;Angle=6' );


- Michael
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 From:  Metin (METIN_SEVEN)
9924.40 In reply to 9924.39 
Fantastic, many thanks Michael! Insert two thumbs up emojis here. ;)

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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 From:  surferdude
9924.41 In reply to 9924.40 
Hey Metin,

Do you have issues with normal smooth after Importing models through OD? OD imports models without smooth... the standard method of importing works.
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 From:  surferdude
9924.42 
I've found a way to import objects to Blender without OD script.
You have to create two scripts, one for Blender and Moi.

I'm not a programmer, I've watched a couple of tutorials and modified OD script.

 

Blender 3.0 -

Run it and then assign a shortcut in your search bar.

bl_info = {
"name": "Paste From External",
"version": (1, 0),
"blender": (3, 00, 0),
"author": "Dude",
"description": "Paste from an external Object of other applications / instances to a current mesh",
"category": "Object"
}

import bpy

class PasteFromExternal(bpy.types.Operator):
"""Object Cursor Array"""
bl_idname = "object.paste_from_external"
bl_label = "Paste From External"

def execute(self, context):
bpy.ops.import_scene.obj(filepath="C:\Program Files\MoI 4.0\commands\ImportMoi.obj")

return {'FINISHED'}

def menu_func(self, context):
self.layout.operator(PasteFromExternal.bl_idname)

def register():
bpy.utils.register_class(PasteFromExternal)
bpy.types.VIEW3D_MT_object.append(menu_func)

def unregister():
bpy.utils.unregister_class(PasteFromExternal)
bpy.types.VIEW3D_MT_object.remove(menu_func)

if __name__ == "__main__":
register()

Moi V4 -

1. Create a .js script with a name "CopyToBlender.js"
2. Place that script to - C:\Program Files\MoI 4.0\commands
3. Assing a shortcut, for example - Ctrl+Alt+C "CopyToBlender"

var comPath = moi.filesystem.getCommandsDir();
var obj = comPath + "ImportMoi.obj";
//Export
moi.geometryDatabase.fileExport( obj, 'NoUI=true;Angle=3;MinLength=0.1' ); //also try: Output=ngons | quads | triangles

EDITED: 30 Nov 2021 by SURFERDUDE

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 From:  Flowgun
9924.43 
I updated this addon to be compatible with Blender 4.0+ and I made the installation more straightforward:

https://github.com/Flowgun/BMOI_Connector/tree/master
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 From:  Metin (METIN_SEVEN)
9924.44 In reply to 9924.43 
Cool, thanks a lot! Great add-on.

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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 From:  Metin (METIN_SEVEN)
9924.45 
Installed it, works great. Maybe it's good though to mention in the installation instructions page that, depending on folder permissions, it only works if you first create the BMOI exchange folder.

On Windows, after installing everything you'd need to first create a folder named C:\Users\username\AppData\Local\Temp\BMOI , or you'll get a permission error message.

Thanks again! This makes exchanging objects between MoI and Blender pleasantly convenient.

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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 From:  Flowgun
9924.46 In reply to 9924.45 
ah yes! thank you for the suggestion. I use Autohotkey to verify if the folder exists or not and create it. With Autohotkey, I also map PageUp in either software to automatically send the export command, open/activate the other software, and send the import command. Basically just one key press to move between both.
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 From:  Metin (METIN_SEVEN)
9924.47 In reply to 9924.46 
Sounds good!

─ Metin

visualizer • illustrator • 3D designer — metinseven.nl
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 From:  Barry-H
9924.48 
Hi,
I'm getting this error when trying to import from Blender 4 to Moi .
I don't get it when importing from Blender V3.
Any ideas
Cheers
Barry



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 From:  Michael Gibson
9924.49 In reply to 9924.48 
Hi Barry, can you post the .obj file? And maybe also the modified ImportObj script you're using too?

One guess is maybe the issue is if you have n-gons in the mesh. You might see if you can process any n-gons in Blender into triangles before making the .obj file out from Blender.

Note that it's generally not advisable to convert a dense polygon mesh file into CAD as an individual trimmed surface for every separate poly face like the ImportObj script is doing. That's why it's not part of the default import options.

- Michael
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 From:  Barry-H
9924.50 In reply to 9924.49 
Hi Michael,
I export to blender with n-gons no problem.
Sometimes I import the models back to Moi after some mod in Blender.
Perhaps that's the issue (n-gons) will try to change export from blender with triangles.
Will let you know the if that resolves my issue.
Cheers
Barry
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 From:  krass
9924.51 
I wonder how realistic it is to create a bridge between the MOI and a blender of the same type as the plasticity one (in terms of functionality)?
What I saw is impressive in its capabilities...
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 From:  KENMO
9924.52 In reply to 9924.51 
Seems to work fine on quad models but but not on ngons as I get this error as mentioned earlier in the thread.





With this plugin I can not export my MOI models to Blender for some finessing or retopo via Quad-Remesher and then via the Blender-3DCoat plugin into 3DC for uv mapping and texturing.

Cool and many thanks...

Now if only there was a Sketchup to MOI script (fingers crossed and 100 Hail Marys already prayed)....
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 From:  KENMO
9924.53 In reply to 9924.51 
What functionality does the Plasticity to Blender have? I have not played with Plasticity in several months, since my trial expired.
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