V2 beta Nov-21-2008 available now
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 From:  Denis (SPACELAND)
2170.6 In reply to 2170.5 
thanks Michael for another update
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| 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!
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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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 From:  PaQ
2170.21 In reply to 2170.20 
good point :P
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 From:  Tommy (THOMASHELZLE)
2170.22 In reply to 2170.8 
Hi Michael,
no, I'm using XSI 7.0.1 and mostly with obj.
XSI still has extremely unflexible handling of user normals (basically you can't change anything on the object after import, otherwise it will no longer render correctly in most cases) and often doesn't like the output of MoI, but most of the times I can fix it to be usable.

That's still my main issue here since the NURBS import (IGES) in XSI is completely unusable - it has massive problems with the accuracy of close-to-the-edge trims... (or could MoI get an inverse-option of the command where it optimizes planes to be closer to their trimming? Un-fit with an offset? But I'm not sure if it would solve the problem anyway, the NURBS implementation in XSI is about 11 years old and untouched since AFAIK...)

I don't know if Autodesk buying Softimage will help in that area, since they announced that XSI is now their game solution - huh?

My other software Lightwave 9.5 now has options for using user normals as well, but it also is a pain as soon as changes on the mesh are needed.

I don't know what else could be done other than extremely involved analysis of the NURBS object to produce a ngon-polymesh where all the borders can be connected so that no user normals are necessary. This is what I nowadays find myself doing by hand ...

Not your fault though ;-)

Best regards,

Thomas Helzle
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 From:  Michael Gibson
2170.23 In reply to 2170.22 
Hi Tommy, thanks for letting me know what is going on. It sounds like what you really want is to get the actual NURBS data into XSI. But yeah they need to do some updates to their NURBS code to make that work right, it seems like that part of XSI has been on the shelf and untouched for a long time now.

> (or could MoI get an inverse-option of the command where
> it optimizes planes to be closer to their trimming? Un-fit with
> an offset?

That is possible to do in theory... Kind of extend the surface in all directions but keep the trim curve region the same. But it would take some work to set it up, I don't have anything all ready to go that handles all the details of it right now.

- Michael
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 From:  Tom (TOMKIMBROUGH)
2170.24 In reply to 2170.1 
Thank you for a GREAT product :)
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 From:  steve (STEEVE)
2170.25 In reply to 2170.23 
Hey Michael

Apart from the other good stuff, thanks for the "side pane position" option. With dual monitors I can now position the side pane on the left hand monitor. Great. And MoI remembers that set-up next time it opens.

Steve
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