V2 beta Nov-21-2008 available now  1-20  21-34

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 From:  Michael Gibson
2170.1 
A new v2 beta (version Nov-21-2008) is available for download here: http://moi3d.com/beta.htm

You will need to enter your v1 license key to download the v2 beta.

The v2 beta installs into its own folder, it is not a problem to have v1 and any v2 beta installed on the same machine, in fact I recommend that so that you can fall back to v1 if you run into some temporary bad bug in v2.


New stuff for this version:


New object properties panel:




This is a new panel that shows up in the upper-right area of the window, that gives some information about the selected objects, and lets you change different object properties.

This panel shows up when you are in "Selection mode", which is before you are running a command.

The current properties shown are object name, object type, and object size. Other stuff such as object color will be coming along in the next betas.

To set the object name, move your mouse over that part of the panel and you will see it highlight, then click to pop up a name edit box. At the moment the name is not used for much, it should become more useful when some more stuff is added for the next betas.

The object type will tell you some basic information about the object, for example if your object is a fully closed solid it will say "Solid" there. The type is one of the following: Curve, Closed crv, Edge, Face, Surface, Joined srf, Solid, Point.

Also if you have multiple objects selected the number of objects selected will be shown there as well.

The object's bounding box size (in world coordinates, or in cplane coordinates if a custom cplane is currently set) is displayed as well, and you can click it to edit the size. Certain objects have special size values - a line will display length, a circle, arc, sphere, or trimmed cylinder will display radius, and a full cylinder or cone will display radius and height.

When editing the size, there is a "Maintain proportions" option you can turn on or off to control whether to edit the size in a uniform way or whether to allow it to stretch in only one direction when a value is edited.

When you enter a new size, you can enter in numeric formulas (for example: 22 / 5 * 4) and there are also the following variables can be used:
x  bounding x size
ybounding y size
zbounding z size
rradius
ddiameter
hheight of cone or cylinder
llength of a line


So for example if you want to set a cylinder's height to be twice its current radius you can do that by unchecking "Maintain proportions", and then enter r * 2 into the Height: field.

You can also enter a value starting with + or - in a field to make a relative adjustment. For example if you enter in radius: +5 it will add 5 to the current radius.


A demo of editing sizes:





New unit system labels (cm, mm, in, ft, etc...) show up after most numeric coordinate input fields if you have set a unit system.


Updated Feet & Inches type unit input so that you can leave off the final inch " mark, so for example you can type in 5'2 for 5 feet 2 inches.


FBX export bug fixes - fixed welded export which was totally messed up, and also fix a bug where writing to a filename that had non-ascii characters in it would not work right.


SketchUp .skp export bug fixes - export unit system (cm,mm,etc..) scale properly, and fix a problem where SketchUp does not like to have adjacent points of a single polygon placed too close to one another. This should fix all the reported problems with SketchUp export, please let me know if you run into any other issues.

Also added curve export for SketchUp .skp format, which will break curves up into polylines to write to the .skp file. To avoid creating duplicate curves on top of surface edges, curves are not written by default if you do a regular Save of a model that contains both surfaces and curves. Curves will be written if you save a model that contains only curves in it, or if you select them and use File / Export (which writes out only the selected objects), rather than Save or Save As.


New option for placing the side pane to the right or left under Options / General.


Fixed a bug where certain trimmed spheres could get an incorrect display or export mesh.


Performance improvement to Transform / Mirror - quite a bunch of extra work on UV curves was eliminated from mirroring, so it is several times faster on complex models than previously. There is still some work that I will be able to do to improve the speed of transformations in general, but this is a pretty good step for Mirror.


Updated filleter to tolerate partial failures. So for example if there was a problem building one corner or one fillet, the whole operation will no longer fail and instead give back the parts that it was able to calculate.


A couple of fixes for boolean union - There is a new process used for doing a union of a larger batch of shapes, like a whole bunch of smaller pieces being unioned to one larger main piece which should handle those situations much better. Also when using Union to glue together adjacent surfaces same as Join there were situations where some edges would not get joined, this is now fixed.


Tune up for the default extrusion direction on non-planar objects. Previously when extruding a non-planar curve it would just default to the world z direction. Now instead it will do a best fit plane of the object and pick the closest axis of the construction plane to that plane normal. So if you have an object that is relatively close to being planar but not quite, it should now default to extrude in a more expected direction.


Fixed reading units settings from Rhino v4 .3dm files .


Changed how height is applied for the Draw Solid / Text command - the height will now control the "ascent" height of the text, from the baseline to the top of an upper-case letter, rather than the whole text cell including descenders like it did previously.


Update numeric expression handling - trig functions (tan, sin, cos, etc..) for typed-in expressions now take input in degrees rather than in radians. Radian input is still available by using an underscore version like _tan(PI).


New moi.ini setting for excluding unwanted file types from the file dialog:
[FileDialog]
ExcludeFileTypes=FBX,3DS


Fix a regression where the orientation / seam picker was broken in the last beta.


Improved quad generation for surfaces of revolution - previously a few quads along the seam of a revolved surface could get an extra refined point in them, making them into n-gons instead of quads. Those should now come out as all quads now instead.


Fix for small cracks in generated meshes in certain circumstances with almost but not quite matching UV grid alignments, reported in the forum:
http://moi3d.com/forum/index.php?webtag=MOI&msg=2091.1


Updated IGES export to export l
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 From:  JTB
2170.2 In reply to 2170.1 
Very nice to see that we're going somewhere with object handling... it looks nice, of course it is too early to make comments... Just a small observation.... It would be better to have automated naming of objects, for example line0001, circle0001 etc... instead of unnamed... maybe the categories could change to how the curve was created for better info.... For example a circle should be a circle, a closed curve should be a freeformclosedcurve (FFCC) or something similar...Maybe this has no meaning, maybe it does... I don't know....
***Modeling Of Ideas***
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 From:  PaQ
2170.3 
Thanks for the beta Michael, it would be massively used starting tomorrow :)

JTB remark about auto naming make a lot of sence for me.
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 From:  J.O.Rust (RUST)
2170.4 In reply to 2170.3 
Great news. Thank you Michael!
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 From:  karter
2170.5 In reply to 2170.1 
Early Xmas Prezzie !!! - Thx Mr. G

Rgds,
--Paul--

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 From:  Denis (SPACELAND)
2170.6 In reply to 2170.5 
thanks Michael for another update
Cold
| Adobe Photoshop CS | Corel CorelDraw Grahics Suite X3 | Daz 3D Bryce 5.5, Carrara 6 Pro, Hexagon 2.5 | Maxon Cinema 4D R8.2 | Moi 3D |

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 From:  Tommy (THOMASHELZLE)
2170.7 In reply to 2170.1 
Wow Michael - great work.
I just stumbled over the FBX export bug in the last beta but it's already fixed now - Cool :-)

Thank you so much for your dedication to make MoI even better!

Cheers,

Thomas Helzle
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 From:  Michael Gibson
2170.8 In reply to 2170.7 
Hi Tommy, you're welcome!

I'm glad the FBX export in the new beta has solved the problem for you.

Were you using it to export data into 3DS Max?

Did you have any other problems with it with this new version, or does that work well now for a good export path from MoI to Max?

- Michael
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 From:  duke
2170.9 
Michael is it fine to work in moi v2 beta? Of course it's not guaranteed to not explode my entire computer but can I work in 2 knowing that I can still open the files in 1?
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 From:  PaQ
2170.10 In reply to 2170.9 
As usual, stable as rock ...

I don't see anything that will make .3dm v2 file incompatible with V1.
The only little annoying bug is the mirror one, ->
http://moi3d.com/forum/messages.php?webtag=MOI&msg=2177.1


EDITED: 3 Feb 2010 by PAQ

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 From:  Frenchy Pilou (PILOU)
2170.11 In reply to 2170.10 
What a magnificent "buffet Henri IV" :D
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Anis
2170.12 In reply to 2170.10 
Hi PaQ,

Can you give me a screen shot of the whole model of your project ?
Interesting :)

Thanks
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 From:  Michael Gibson
2170.13 In reply to 2170.9 
Hi Duke,

> Michael is it fine to work in moi v2 beta? <...>

Yup! I think most people are using it instead of v1 now.

Files you save with v2 are compatible with v1, v1 will just skip some small bits of new things that are new in v2 like object names, etc... But your geometry will be read by v1 with no problem.

Of course every time I put out a new beta it has some brand new stuff and changes in it which can possibly have some bugs in it too. But it's generally a lot more stable than what you might normally see for a beta version.

- Michael
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 From:  Michael Gibson
2170.14 In reply to 2170.10 
Hi PaQ - Wow, that is an awesome hangar structure!

Is that part of your project with those spaceships, where you showed one that had a newspaper texture on it, or is this something new?

- Michael
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 From:  DannyT (DANTAS)
2170.15 In reply to 2170.10 
PaQ!

Awesome detail as usual, I've got some models to show but they're all in my head ;) if only I had your time :(

keep ,em coming.

Cheers
~Danny~
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 From:  duke
2170.16 
Found what might be a bug - undo doesn't work for reference image adjustments (sizing, etc.).
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 From:  Michael Gibson
2170.17 In reply to 2170.16 
Hi Duke, yeah the whole undo mechanism is currently focused on changes to geometry only, background images are in a kind of different category from that.

But yeah that is not unreasonable to want to add a feature for undo to apply to background images as well.

You can only edit background images while you are inside that Image command, so I guess the way undo could work there would be to have an "image undo" available while you were still running inside that Image command.

Then once you exit the command undo would switch back to "Geometry undo" instead.

Would that work?

- Michael
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 From:  duke
2170.18 In reply to 2170.17 
Yeah that would be cool, like a mode-sensitive undo.
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 From:  PaQ
2170.19 
Hi there, hehe thanks for the comments (btw it's far to be finished, it was more to show MoI beta stability).

I'll post some final shoots at the end of this week (I hope) ... it's indeed for the same animation project from which I allready post some elements (space ships).


@pilou Je pense que tu as egare tes lunettes :P
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 From:  Frenchy Pilou (PILOU)
2170.20 In reply to 2170.19 
@PaQ: Are you sure? < O:)

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