v1 beta - axis snap + IGES (old thread)
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 From:  Val (GAT)
1013.14 
I guess you are right if I was doing that kind of modeling. It is different when someone is modeling an object, especially one that was already designed. What I am doing is free form modeling, I don't even have any sketches in the background, only simple ideas. So far the tools that you provided has met my modeling needs. Everything else would be just a bonus to maybe make the work a bit easier. For example, Rhino has the ability to turn a curve into a pipe, where each end's radius can be resized. Same thing can be done in MoI, only it takes a few more steps and no live preview, but I am sure you will address things like this in future versions of MoI. I remember the first version of rhino.
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 From:  Frenchy Pilou (PILOU)
1013.15 In reply to 1013.13 
thx : ok so that is for specialists :)
---
Pilou
Is beautiful that please without concept!
My Gallery

EDITED: 11 Oct 2007 by PILOU

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 From:  Paul (AIRGLASS)
1013.16 In reply to 1013.1 
Hi, Michael,
Tried out the new patch and it works fine, especially the persistent construction lines, once I figured out how to activate the persistent behavior. One quirk I noticed though, is that in the middle of a command,
pressing a single letter key to activate a script doesn't work, because the keystroke gets intercepted and sent to the coordinate box at the bottom (which is what it's designed to do ), Modifier+key works fine. Maybe a filter on the input boxes to reject any kind of keystrokes other than numerals would work better?
I noticed this awhile ago, doing something else, but since it wasn't affecting what I was doing, it kind of slipped on by.
At any rate, thanks for the construction line work, it works well having them stay on screen :)

Paul
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 From:  xrok1
1013.17 In reply to 1013.16 
while playing with the axis snap i noticed what i percive to be a general snap problem; if you are drawing or making a construction line starting along the major x or y axis lines, you can not snap to any other grid point directly in the x or y direction??
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 From:  Michael Gibson
1013.18 In reply to 1013.16 
Hi Paul, thanks for the feedback.

> Maybe a filter on the input boxes to reject any kind of keystrokes other than numerals would work better?

There is actually a filter in place already. But there are a few keys other than numbers that are valid to type into that point coordinate box: R, @, < , W .

R and @ are used for relative point entry, < for entering an angle constraint, and W for world polar coordinates.

Did you happen to be using one of those keys? Other keys should work, for instance here I set up "K" for keeping construction lines and I don't have any problem triggering it while inside the line command for example.

- Michael
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 From:  Paul (AIRGLASS)
1013.19 In reply to 1013.18 
Yep, that was it :) I assigned the shortcut key to W. (Slaps self in head, looks around sheepishly...)

Paul
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 From:  Michael Gibson
1013.20 In reply to 1013.17 
Hi xrok1 - yes good call that one is going to be a problem.

Object snaps have priority and if one of them is activated then grid snap will not kick in.

At the moment you can work around it by disabling Object Snap temporarily which will then let the grid snaps come through.

But this definitely needs to be fixed.

I think what makes sense is if there is an "on" snap (axis is kind of a variety of "on"), and the object snapped on to is a line running coincident with a grid line, I'll take a look and see if there is a grid intersection close by and redirect to that.

Other than that issue, what do you think of the new axis snap - worthwhile or does it get in the way?

I wouldn't normally be messing with a major new feature like this right before release, but it just seems like this can replace a lot of basic construction line creation, which is especially good for beginners since they don't even know about construction lines.

Thanks for your attention to the details here!

- Michael
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 From:  Michael Gibson
1013.21 In reply to 1013.19 
Hi Paul - well the W is a pretty obscure thing - it's just for polar coordinates centered at the origin instead of from the previous point, like w5<24 .

I was just thinking that I could pretty easily remove the auto-focusing for W because that world polar coordinate entry is just not going to be used very often, and it would still work if you clicked on that control first.

However in V2 when there is an option to relocate the construction plane to some other location, it will probably work well to use regular points to be in that relocated coordinate system, and have w as a prefix for entering world coordinates.

So I guess I will leave it so it can be leveraged in the future.

- Michael
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 From:  xrok1
1013.22 In reply to 1013.20 
thumbs up! i like it. Another small attention to detail that sets your software apart, and shows that you are a user of this software, not just a developer trying to push a product.
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 From:  Paul (AIRGLASS)
1013.23 In reply to 1013.21 
I knew about the R and < , the W just kind of slipped by me--
Just ignore me when I start babbling !

Paul
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 From:  Michael Gibson
1013.24 
I've put up a new patch here: (EDIT: Oct/21/2008 removed old broken link - this was an old patch for a v1 beta, it has already been incorporated into the v1 release and all v2 betas).

To install it unzip it and copy the moi_lib.dll file over top of the old version in C:\Program Files\MoI beta Sep-4-2007\ .

You can now hold down Alt when clicking to temporarily turn off snapping.

Fixed the new axis snap so it co-exists with grid snap instead of overriding grid snap.

Fixed some bugs and improved triangulation to help generate fewer skinny triangles, when exporting using "Quads & Triangles" or "Triangles only" settings.

- Michael

EDITED: 21 Oct 2008 by MICHAEL GIBSON

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 From:  Frenchy Pilou (PILOU)
1013.25 
Works fine :)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Crusoe the Painter (CRUSOE)
1013.26 
WOW! Awesome! :)
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 From:  Val (GAT)
1013.27 
thanks!
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 From:  DannyT (DANTAS)
1013.29 
>>> I've put up a new patch here: http://moi3d.com/beta/Sep4_patch3.zip

Error 404 :( anyone else getting this ?

---------
~Danny~
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 From:  Frenchy Pilou (PILOU)
1013.30 In reply to 1013.29 
same but i believe that is include in the 21 Sep beta ;)
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 From:  manz
1013.31 In reply to 1013.29 
>Error 404 :( anyone else getting this ?

Hi Danny,

This is an old thread concerning MoI beta version 1 (one).
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 From:  Paolo (PAOLOLOBBIA)
1013.32 In reply to 1013.29 
Hi DannyT,

Error 404

Yes i have the same problem
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 From:  Michael Gibson
1013.33 In reply to 1013.32 
Like Steve mentioned, that file was an old one for a v1 beta, the stuff in it has already been included in the final v1 release and also all v2 betas.

- Michael
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