NGon WIP
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 From:  Michael Gibson
162.93 
I should mention that the one coming in a couple of days still isn't going to be completely finished, it will have ngons that have their vertices all arranged properly, but it won't have automatic welding yet, you'll still need to a weld or merge vertices or whatever your particular program calls it. Doing this automatically will be coming along afterwards.

- Michael
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 From:  slayer
162.94 
This is awesome news and I look forward to playing/testing with it. I hope the fixes help some of the issues with Modo, but sadly I think the changes will need to come from their end.

Thanks
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 From:  Michael Gibson
162.95 In reply to 162.94 
> but sadly I think the changes will need to come from their end.

Yes, this is probably true. If they don't have the type of mesh structure where two adjacent faces can share the same vertex, but let each face have its own unique vertex normal, then that's going to prevent it from being able to read in .obj files in their full fidelity. MoI won't produce .obj files with this type of structure quite yet, but it will once the next phase of handling the welding is done.

But there is still some additional stuff that I can do that might help - I can also define smoothing groups inside the .obj file, and if they process those then I can probably get it set up a lot better than when you try to do a merge with break angles.

- Michael
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 From:  bill (BILLROBERTSON42)
162.96 In reply to 162.92 
>So far it appears that the only negative thing about the new one is that it is a pretty heavy number cruncher, I think it is a bit slower than the current one.

Can you run that sort of calculation through the GPU? :-)
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 From:  Michael Gibson
162.97 In reply to 162.96 
> Can you run that sort of calculation through the GPU? :-)

It's theoretically possible, but it would be quite enormously difficult to regear it all to do that.

- Michael
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 From:  Schbeurd
162.98 In reply to 162.91 
> Just want to say thanks Schbeurd and RazorX for helping me get my post on the Lux site related back to this site and your participation on both.

You're welcome ! ;-)
I'm still a Modo newbie but I'm planning to use it more and more in the future. The same applies for MoI so it's quite normal that I hope they will interact smoothly !
As long as Michael does not consider his work on the exporter as finished I will not insist too much on this (at Luxology side). Seems we have at least two betas before us (next one and the one where vertices will be merged) but once the MoI exporter is completely finished I will try to report the remaining problems, if any, to Lux.
Cya
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 From:  RazorX
162.99 
Dito. Modo is the easiest polygon modeler I've dealt with, and moi the easiest NURBS base modeler. I'm really really hoping Modo will have 3dm support down the road so that moi creations can be natively viewed and rendered without having to worry about exporting to obj.
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 From:  bill (BILLROBERTSON42)
162.100 In reply to 162.97 
>It's theoretically possible, but it would be quite enormously difficult to regear it all to do that.

:-) Of course. Just a thought on my part.
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 From:  Michael Gibson
162.101 
I'm down to just one last tricky area to fix up before having this new beta ready with the ngons. Hopefully be done tomorrow.

- Michael
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 From:  Schbeurd
162.102 In reply to 162.101 
>> I'm down to just one last tricky area to fix up before having this new beta ready with the ngons. Hopefully be done tomorrow.

Cool !
Other changes or bug fixes than the new exporter ?
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 From:  Michael Gibson
162.103 In reply to 162.102 
> Cool !
> Other changes or bug fixes than the new exporter ?

No, not really - everything else has been put on hold temporarily.

- Michael
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