Character head in MOI - first attempt
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 From:  Momso (DREAM21JUN)
1214.19 In reply to 1214.18 
Michael,

Thanks for the tip. I didn't know about it, so I was save as .3dm file and open it in Rhino again. It's cool for using copy and paste in between MoI and Rhino.
As you said, even official release is not so different from the current beta version, but I'm waiting for coming it out .

/momso
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 From:  curveman
1214.20 
>> That's a lot more difficult because at least with Sub-d there are a lot of areas that have the exact conversion.

>> With these other types, there is no exact conversion anywhere, so the entire thing has to go through a kind of fitting / optimization type process.

There's all sorts of clever ways to go from unstructured stuff like voxels to NURBS without necessarily getting into super complex fitting algorithms. Here's one "cheap and dirty" =) way I can think of doing it.
This method would run into problems when a model has a hole or cavity that goes from one side all the way through to the other, or with something like a tree where things branch off from the main trunk and need to be handled separately. But even that could be fixed with a bit of clever coding I think and the user himself could be tasked with segmenting or color coding the voxel volume so that it can be parsed easily by the NURBS conversion algorithm.

I think this is one potential method for creating a bridge between truly 3D freeform sculpting that feels like shaping things with a soft modeling foam or gel, and more structured NURBs modeling. It would be enough if you could rough out a 3D organic shape quickly with a voxel brush/nozzle and get an "OK" quality NURBs model or set of curves out of it that can serve as a guide for the construction of a cleaner, better defined NURBS model.

voxels
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 From:  curveman
1214.21 
I suppose another way to go about fast organic modeling is to subD model the object, export the subD control cage to OBJ, 3DM it and the retrace the cage with spline loops in MOI.

Here's a somewhat sloppy first attempt at working off a subD cage. It actually seems like a decent way to block out an organic shape and could definitely be done better than I've done did here.

joystick
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