Workflow help

Next
 From:  Robert (MAESTROROBERTUS)
10283.1 
I love moi3d truly. Its just that there are some basic steps that I wish could work a bit easier for me. Maybe some tipps can help.

So I import client data, stp and have the situation that the model always lying on the side pointing left. Think of a car that should face me, but lies on the side.

1. Is there a way to tell Moi3d to align the whole scene with some 90° turns swiftly? No delay, just a fast click and done.
2. Drop Lines. I do not line lines, just surfaces. Is there a command that just kills them all at one click?
3. One viewport all the time. Each time Moi3d openes, it openes 4 viewport and load the whole scene into 4 viewports. First action is to set to one. Is there an option to that by default?
3. There are blocks/instances. FBX can handle block and instances. Why can't moi3d export them? I have that so often, that I first need to import into Rhino3d, explode all blocks, export as Rhino5 format and then import a GB file into Moi again. Just think of people who working on seats, and have 30 seats in design. You can't live without instances and blocks. Neither in Moi3d or when export to renderer.
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Frenchy Pilou (PILOU)
10283.2 In reply to 10283.1 
1. Menu Transform / Orient / Line-Line ...None (seen that is not exactly that you want :)

With Only 4 clicks you can align anything to anything (if no success repeat on time in case of very rotated object) :)
(more easy than the true Orient who can make some headaches! :)

2. you have this commands (but not sure of what do you want exactly)
http://moi3d.com/forum/index.php?webtag=MOI&msg=7912.4



3. There is not yet true Components Instances
but you have things for replace somethings by other things
https://moi3d.com/forum/index.php?webtag=MOI&msg=10261.1

EDITED: 22 Apr 2021 by PILOU

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  coi (MARCO)
10283.3 In reply to 10283.1 
hi there,
was this file generated in SolidWorks? ...because

quote:
Hi Kompo, are the step files made in SolidWorks? Most CAD programs use z-up like MoI does except SolidWorks.

There is a setting you can modify in moi.ini :

[NURBS Import]
RotateYUpToZUp=y



best,
marco
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
10283.4 In reply to 10283.1 
Hi Robert,

re:
> 1. Is there a way to tell Moi3d to align the whole scene with some 90° turns swiftly? No delay, just a fast click and done.

Yes, the Transform > Orient > View to view command can do that. You select objects, run that command, click once in the view where it's currently positioned in (like in the Front view), then click second in the view where you want it to be positioned in (like the Top view).

But if you set the option in moi.ini that Marco shows above you probably won't need to do that.


> 2. Drop Lines. I do not line lines, just surfaces. Is there a command that just kills them all at one click?

Yes, well with 2 clicks. First select all curves using the scene browser Types > Curves entry, then delete:




> 3. One viewport all the time. Each time Moi3d openes, it openes 4 viewport and load the whole scene into 4
> viewports. First action is to set to one. Is there an option to that by default?

You can set up a 3dm file with the view in it how you want, and then set it as the startup template under Options > General > "Template file". That will then set the default when MoI is initially started up but when you load a file if the loader did not set a view configuration in the file (which is only for 3dm files) then it will default to split view at that time.


> 3. There are blocks/instances. FBX can handle block and instances. Why can't moi3d export them?

That's because MoI does not yet have any mechanism in it for representing instances. That is something I want to add in the future.

- Michael

  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Robert (MAESTROROBERTUS)
10283.5 In reply to 10283.4 
Thanks for the help. Unfortunately any orientation step involving to select all, is crucial. I sometimes import up to 3 GB step files and I love moi3d for handling that. But select all.. really that would cost a lot patient from me.

The other tipps however helped.

I have on more question. The thing in exporting mesh is that Moi3d, beside doing an overall great job, likes to do vertex that have the exact same position. Now I clean that on import, because these vertex produce wrong polygons. Think of a quad polygon with 6 vertex.. not easy to draw for any software. I just wonder if that couldn't be handled by Moi in the first place. Yeah I do not want objects to connect, but thats not the case here. I never had problems cleaning up object by object. Mostly because I imported Step, solids in general done better.
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Michael Gibson
10283.6 In reply to 10283.5 
Hi Robert,

re:
> The thing in exporting mesh is that Moi3d, beside doing an overall great job, likes to do vertex
> that have the exact same position. Now I clean that on import, because these vertex produce
> wrong polygons. Think of a quad polygon with 6 vertex.. not easy to draw for any software.

The way the meshing process works is it starts with quads generated in the UV space of each surface and then the quads are turned into n-gons where there are trimming boundaries.

Currently the goal of the mesher isn't really to produce the same output as you would when drawing something by hand with "all quads", it's goal is to automatically generate a render-ready mesh with a good looking lightweight wireframe.

If you don't want n-gons you can change the setting "Output: n-gons" to "Output: Quads & Triangles" instead, then those areas will get triangulated instead.

In the future I do want to try and make an "all quads" type mesher, but it will require a totally different approach than the current engine.

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
Next
 From:  Robert (MAESTROROBERTUS)
10283.7 In reply to 10283.6 
You my have misunderstood me. Its not about n-gon, also a n-gon limit could be useful as above 20 vertex they tend to slow down openGL,
The thing is about having multiple vertex in a mesh with identical position, or almost. So maybe its 2 um different, but thats all far from being visible. The thing I do on exported mesh is run a merge vertex at distance 0.0 um and usually get like 1-5% hits. Reducing not only vertex, but also getting rid of wrong drawed polygons.
Maybe I have to send sample ...
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged

Previous
 From:  Michael Gibson
10283.8 In reply to 10283.7 
Hi Robert, yes a model and mesh settings to produce an example of this would probably help.

- Michael
  Reply Reply More Options
Post Options
Reply as PM Reply as PM
Print Print
Mark as unread Mark as unread
Relationship Relationship
IP Logged
 

Reply to All Reply to All