2 small questions about the interface

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 From:  krass
10396.1 
Dear Michael! Dear friends.
The question is: is it possible to make folders in the list of objects? When there are a lot of objects, it is insanely inconvenient to work.
Moreover, the folder tree has long been "by default" in such programs as photoshop, illustrator, 3Dmax, blender, etc., etc.

Below I propose such an option (it can be implemented differently, of course). But it would be cool!
Perhaps there is already such a plugin for MOI3D, but I don’t know about it?



It would be very cool - for example - if you could select a folder and immediately select all the subobjects in it.

From the impossible (?) But also actual.
For example, the folder is named "Trunk".
When placing an object in it (dragging it into a folder), a prefix with the folder name was added before the object name.

Trunk
Trunk_Nut
Trunk_Latch
...etc

And the second point.
Now many people use 2, 3 monitors in their work.
Is it possible to add a property for additional windows to the interface so that they can be transferred to 2 monitors? Thank you!!!

ps. Is it possible to add the function "export dimension lines" when exporting to PDF or AI?
Sometimes this is very important, but now the export takes place without them, only objects. It is sad ;((

EDITED: 18 Jul 2021 by KRASS

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 From:  Michael Gibson
10396.2 In reply to 10396.1 
Hi krass,

re:
> The question is: is it possible to make folders in the list of objects?

Sorry not currently but it is high on my list of stuff to work on.


> Perhaps there is already such a plugin for MOI3D, but I don’t know about it?

Adding this involves a major restructuring of the internal MoI code both in the scene browser UI as well as in the selection code (for groups). So it's pretty far outside the scope of what a script can do.


> Is it possible to add a property for additional windows to the interface so that they can be transferred to 2 monitors? Thank you!!!

That's also something I would like to add in the future, but it's not at as high of a priority level though compared to hierarchy in the scene browser.


> ps. Is it possible to add the function "export dimension lines" when exporting to PDF or AI?
> Sometimes this is very important, but now the export takes place without them, only objects. It is sad ;((

Dimensions do export to PDF and AI formats in the final v4 release. If they are not exporting for you then probably you're using an older v4 beta release, either get the last one at https://moi3d.com/beta.htm or upgrade to the v4 final version.

Dimension export to PDF/AI was one of the last areas to be developed before the v4 final release.

- Michael
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 From:  krass
10396.3 In reply to 10396.2 
Michael, thanks a lot for your answer!
It's a shame the folders function can't be implemented, but I really hope that - in the future - you can do it.
I think you yourself understand the importance of this step ...
I look forward to it!

I will only be glad if some of my proposals seem interesting to you for implementation.
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 From:  Michael Gibson
10396.4 In reply to 10396.3 
Hi krass, were you able to resolve the Dimensions export problem by updating your MoI version?

- Michael
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 From:  krass
10396.5 In reply to 10396.4 
Haven't updated yet, but in plans, thanks!
Hope this solves my problem!
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 From:  Michael Gibson
10396.6 In reply to 10396.5 
Hi krass, what is the current version that you are running?

- Michael
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 From:  krass
10396.7 In reply to 10396.6 
Michael, hello!
I am currently using 4 beta. I figured out the sizes and their export, everything works out great, thanks
(it was my stupidity that I didn't immediately understand where to configure what) ...

I have one more question and I want to ask it here, so as not to litter the forum with unnecessary threads.

By default, any created object receives (during export, for example, to .OBJ) "origin", which exactly corresponds to the origin of coordinates in MOI3D.
As a rule, this "origin" (pivot point) in game construction is used to set / orient / rotate an object.

But what to do when there are several objects in the scene.
And everyone should have their own "origin"?
Alas, I have not yet found an effective solution - you have to place each object as required in the "origin", then export and only then (in a third-party program) connect several objects.

For example, a door consisting of two leaves: each revolves around its own pivot, so I cannot export from MOI 2 doors at once.



Is it possible (maybe in the future) to introduce a special function "Set Individual Origin (Pivot)" - some special point that will bind the pivot to the object during export?

Example.
I have 3 cubes on the stage. Each cube must have its own pivot.
I assign (and set) pivots where needed and when exporting, I get everything as I need it?

Now, when exporting, I get 3 cubes with one pivot for all - this is the center of coordinates of MOI.

EDITED: 3 Aug 2021 by KRASS

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 From:  Michael Gibson
10396.8 In reply to 10396.7 
Hi Krass, sorry currently MoI does not have the concept of an individual origin for each separate object.

It's also not something that is supported in the .obj file format either as far as I know. Can you make an example .obj file using some other program that has a different origin point for each of 3 cubes?

It could be possible for FBX format though, and it might work out to have it along with an instancing mechanism in MoI in the future.

- Michael
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 From:  krass
10396.9 In reply to 10396.8 
Yes, of course you are right - this only works in FBX.

But, even if you export to FBH
(I didn’t use it before because it didn’t work correctly. I haven’t tested it in version 4 yet) -
all the same, the objects will have one pivot point: the coordinate center MOI3d.

Ideally, it would be cool if you can implement the "binding" of individual pivots to objects (where necessary) and subsequent export to FBX.

As a matter of fact, I meant the principle itself. ))
Thanks for the answer and attention to my stupid questions.

This is how it looks in Blender:
Left cube - pivot in ulu cube, central cube - pivot to the center of the cube, the right cube is the pivot outside the cube.
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 From:  krass
10396.10 In reply to 10396.8 
And another very small addition:
Previously, my hotkeys worked regardless of which input language was selected (Russian or English).
Now (4 beta) only work if the English keyboard layout is enabled.
Perhaps this has been fixed in the release, so far I have no way to check.
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 From:  Michael Gibson
10396.11 In reply to 10396.10 
Hi krass,

re:
> Previously, my hotkeys worked regardless of which input language was selected (Russian or English).
> Now (4 beta) only work if the English keyboard layout is enabled.
> Perhaps this has been fixed in the release, so far I have no way to check.

Do you mean the operating system setting for the keyboard?

What operating system are you running on?

- Michael
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 From:  krass
10396.12 In reply to 10396.11 
I work at Win 10
I have English and Russian languages installed.

After I installed the 4 beta, when working in the Russian layout, the hotkeys in mine stopped working (they used to work).
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 From:  Michael Gibson
10396.13 In reply to 10396.12 
Hi krass, what version beta release are you running?

- Michael
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 From:  krass
10396.14 In reply to 10396.13 
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 From:  Michael Gibson
10396.15 In reply to 10396.14 
Hi Krass, I see - that's not actually a beta version, that's the trial version.

So that problem is probably in the regular release version as well.

What happens when you have the Russian keyboard active and you make a new shortcut key, does a newly created one work ok?

- Michael
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 From:  Frenchy Pilou (PILOU)
10396.16 
You have this command who rotates each object of a selection on their pivots!
by Michael ;)
http://moi3d.com/forum/index.php?webtag=MOI&msg=8558.4

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 From:  krass
10396.17 In reply to 10396.16 
// "You have this command who rotates each object of a selection on their pivots! "..


um ... About pivots and rotation
Apparently I did not explain very clearly or Google translator distorted the meaning.

I don’t need to rotate anything in MOI3d. ((
I'll try differently.

1. All objects that I create in MOI3d during export have a single pivot point. And it is located where in MOI3D the origin is.


2. If I export (for example, via FBX) two cubes, then they will have a pivot point located at the origin of the MOI3D coordinates.
And one cube and the second.



3. Essence of the problem:
I would like to have a tool in MOI that would allow assigning (setting) a unique pivot point to an object.
So that by exporting an object to another 3D program, you can get an object with a pivot point not at the origin, but where I need it (for example, in the corner of the object)



That's what it is about.

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