MoI - Big Wishlist thread - Post your wishes here
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 From:  tyglik
275.101 In reply to 275.99 
Hi Crusoe,

See last paragraph in this message.

Petr
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 From:  n0mad
275.102 
please.. if it is possible and if you put text option let us load fonts from different folder or device..not just C:win/fonts..
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 From:  okapi
275.103 In reply to 275.98 
Hi JTP, i do know that there are other systems than just a 'layer' approach.
I also know that it has been discussed before.
To name a few others, there are also 'Hypergraphs' networks as in Maya, or scene trees, such as the C4d object manager, ( the later combined with the new Filter and Layer tools in C4d it is quite good for complex scenes).

However this is what would keep me at the moment from doing anything more than just playing around with moi.
To do any kind of serious work, I need some kind of system for scene management ( call it layers or whatever else you like).
See Crusoe's post as well, which is my point.

Also as I said it would be necessary, to me at least, to have a system that can read the layers from 3dm files, and that can output files that are organized in some fashion, as I would imagine MOI as part of a bigger pipeline.
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 From:  JTB
275.104 In reply to 275.103 
okapi wrote:
Hi JTP, i do know that there are other systems than just a 'layer' approach.
I also know that it has been discussed before.
To name a few others, there are also 'Hypergraphs' networks as in Maya, or scene trees, such as the C4d object manager, ( the later combined with the new Filter and Layer tools in C4d it is quite good for complex scenes).

However this is what would keep me at the moment from doing anything more than just playing around with moi.
To do any kind of serious work, I need some kind of system for scene management ( call it layers or whatever else you like).
See Crusoe's post as well, which is my point.

Also as I said it would be necessary, to me at least, to have a system that can read the layers from 3dm files, and that can output files that are organized in some fashion, as I would imagine MOI as part of a bigger pipeline.


Yes, of course, I understand, all I wanted to say is that nothing can be done until the final decision because it will be a lot of work for nothing, if Michael has to change something later...
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 From:  Frenchy Pilou (PILOU)
275.105 
Function "Size" int the "Array" Function will be cool :)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Michael Gibson
275.106 In reply to 275.105 
re: Size for Array

Can you explain some more Pilou?

- Michael
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 From:  Frenchy Pilou (PILOU)
275.107 In reply to 275.106 

<e: Size for Array

<Can you explain some more Pilou?

A factor of "expansion" of the model between each iteration

---
Pilou
Is beautiful that please without concept!
My Gallery

EDITED: 11 Feb 2007 by PILOU

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 From:  Michael Gibson
275.108 In reply to 275.107 
> A factor of "expansion" of the model between each iteration

As in the Scale command?

The part that is a little difficult with this is that scaling happens around a particular point, it would be a bit hard to give control over the center of scaling right now.

- Michael
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 From:  Michael Gibson
275.109 In reply to 275.107 
Hi Pilou, I remembered that we talked about this before and I told you I would do a plugin for you to do this type of scaling.

So here you go!

To use this, unzip the attached file into the \commands folder, then add a keyboard shortcut for ScaleArray, for example:

[Shortcut Keys]
Alt+S=ScaleArray

To use the ScaleArray command, you use any array command, but make sure to include a single point object with the objects you are arraying. The point object will become the center of the scale for each array instance.

After you do an array, select the arrayed objects (and only the arrayed objects, so for example if you do an array curve make sure the path curve is _not_ selected), then do Alt+S (or whatever your shortcut key is).

This will allow you to scale the results of the array, like this:



The point objects will be removed after the ScaleArray command is finished.

Was that the kind of thing you had in mind?

- Michael

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 From:  Frenchy Pilou (PILOU)
275.110 In reply to 275.109 
THX! Perfect for the moment :)
Very easy to use!
For all forms who have a progressive internal structure seems to me essential :)
And not as a plug ! (it's yet no so bad :D

And as always infinite possibilities!
As previous said a rafinement will be Size differential on X, Y, Z :)

Ps Seems the process less speed than other things?
Maybe because structure or order of the calculate is not natural as usual?


---
Pilou
Is beautiful that please without concept!
My Gallery

EDITED: 12 Feb 2007 by PILOU


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 From:  JTB
275.111 
The plugin looks great... Is there any particular way of installing it?
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 From:  tyglik
275.112 In reply to 275.111 
No, no.... just unzip into the commands folder and that's all...this is not plugin but normal command... -Petr
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 From:  JTB
275.113 
Did that, where is the command?
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 From:  tyglik
275.114 In reply to 275.113 
ScaleArray command hasn't got a command button (icon); you have to assign
a keyboard shortcut to it unless you make a button yourself....just reread http://moi3d.com/forum/index.php?webtag=MOI&msg=275.109

Petr
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 From:  Crusoe the Painter (CRUSOE)
275.115 
Different tileable arrays/symmetry group settings. Hexagonal, etc.
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 From:  Frenchy Pilou (PILOU)
275.116 

Import Object in Obj format in Moi !
I know, seems an heresy, but I know some crazzy artists who redraw nurbs over OBJ meshes!
It's more easy than recreated something in Nurbs from an image!

---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Colin
275.117 In reply to 275.116 
Hi Michael,

Would it also be possible to have the option to "Import" an STL file?
It's just a thought, as we're able to "Export" an STL file in MoI.

regards Colin
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 From:  Michael Gibson
275.118 In reply to 275.117 
re: import STL / OBJ

This is not very easy to do, since STL and OBJ contain faceted polygon geometry, not smooth NURBS geometry like MoI is set up to work with.

MoI exports to these formats by taking its smooth surface sheets and dicing them up into facets. But it is not easy to do the reverse and take facets and make smooth sheets out of them.

It's kind of like how you can chop up carrots to make a stew, but you can't easily take a stew and make carrots out of it...

Eventually it might be possible for me to add polygon mesh objects as a different type of geometry that you can work with inside of MoI. But it is difficult to add those and have the current toolset work with them (such as booleans and trims), so for a while I have focused on only providing smooth (NURBS) surfaces inside of MoI.

- Michael
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 From:  Frenchy Pilou (PILOU)
275.119 In reply to 275.118 
About OBJ : no need face smoothed, only "ghost" points and edges of the structure :)
---
Pilou
Is beautiful that please without concept!
My Gallery

EDITED: 15 Feb 2007 by PILOU

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 From:  Tony (APROCK)
275.120 

I would like to the options saved on a per file basis. Especially the grid options. I have some files depicting parts I need to fabricate for my boat. The snap size is very small and the accented is set to 3 (major dimensions of part are divisible by 3). Then again I have a couple of simple floor plans that I drew with the accented is set to 4 and snap size is a lot larger.

No matter what file you open, the options are set to whatever you were using the last time you had MOI open. So I have to write down all the data in the various option selection screens and set them accordingly when I open that particular file. Other wise by 16.5ft boat looks like a 12.5ft boat!

EDITED: 14 Feb 2007 by APROCK

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